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Colobot Forum - International Colobot Community
Shoutbox
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RaptorParkowsky
IIRC there was a plans to rewrite dirt texture to be somehow generic UV mapped to the marked verticles without any need to creating second UV map.
06 Oct 23:03
DavivaD
such a curiosity
06 Oct 22:39
DavivaD
Applying a dirt on a model is very easy in Texture Module. 2 Buttons and Done
06 Oct 22:38
tomangelo
I can't really control dirt textures, unless it's not replacing all tex2 N in .txt files to tex2 Y
06 Oct 22:31
RaptorParkowsky
And I think some parts would look better with dirt texture.
06 Oct 22:26
tomangelo
:\
06 Oct 22:16
RaptorParkowsky
@
tomangelo
: You forgot about smooth shading in some obvious places like pipes and shoulders, even on my small Xperia I can see that
.
06 Oct 22:16
tomangelo
Just compared official dev and my build
06 Oct 21:52
tomangelo
These additional polygons doesn't even affect anyhow on GPU memory consumption, nor FPS count
06 Oct 21:51
tomangelo
http://prntscr.com/cqp4ik
fixed
06 Oct 21:33
tomangelo
Lol, why are these bars green?
06 Oct 21:30
tomangelo
http://prntscr.com/cqp2gl
Whatdayasay?
06 Oct 21:29
DavivaD
Also works on Colobot Gold -
http://imgur.com/a/6sOo8
06 Oct 21:26
DavivaD
Time to me
. New Spots Texture (I know it was but the images on the forum is dead) -
http://imgur.com/a/lde3I
06 Oct 21:22
DavivaD
ExDe
06 Oct 21:18
tomangelo
Now to helm
06 Oct 21:09
tomangelo
http://prntscr.com/cqos7b
maybe nobody will notice these "mustaches".
06 Oct 21:08
tomangelo
Done
06 Oct 21:05
tomangelo
And now calibrating it to make sure all looks like it should. Moving parts about fractions and recompiling :\
06 Oct 21:04
tomangelo
So now it loads bag from separate file, so we don't have to support 3 different types of body and 8 different head models, when I'll make loading head and helm independently.
06 Oct 20:58
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