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Does anyone have this older converter somewhere? I want to test something.
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Such UV animation is actually pretty easy to make in Blender, but it's not easy to translate to GOLD's logic.
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FindTriangles() has a dangerous comparison of materials, might be responsible for this
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I'm guessing it's something inside ChangeTextureMapping() that doesn't work as it should
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All those states are so damn confusing... Also why animation doesn't work? I'm pretty sure this is somehow hardcoded with the vertexes/UV nodes in the code if this isn't work like with original model. Game must to know what UV nodes must push where to make level of the power animation.
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Do note that older formats don't have second texture name, only dirt texture number
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Triangulation works, dust might be fixed for now by shrinking UV. Now why animation doesn't work.
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Script only outputs Y when texture has [variable] in name
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If you want specific texture, you set var_tex2 to N and set tex2 to whatever dirt texture you want
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This is controlled with SecondTexture rank=#
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Y means that level determines which dirt texture is applied to object
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Then why this was not working for all of those models that have "normal" aka "1" state in the materials that we have in repo?
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IIRC it's var_tex2 that determine if there is dirt texture on it (Y), or not (N).
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If there's no special texture state for dirt then why there's a lot of objects in the game that have no dirt texture at all (plants, aliens, resources, markings etc.)? This is hardcoded thing depend on the object's type?
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Corrected script that should do conversion to triangles right: http://pastebin.com/HGfp5bpj
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I think clamp mode should be restricted to a small number of textures, everything else should use repeat mode.
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Those bars are a result of clamp mode on texture. This should be fixed from within the game.
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Dirt doesn't have state. State is only for primary material.
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Oh, it's from dirt