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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.
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such a curiosity
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Applying a dirt on a model is very easy in Texture Module. 2 Buttons and Done Tongue
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I can't really control dirt textures, unless it's not replacing all tex2 N in .txt files to tex2 Y
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And I think some parts would look better with dirt texture.
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:\
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@tomangelo : You forgot about smooth shading in some obvious places like pipes and shoulders, even on my small Xperia I can see that Wink .
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Just compared official dev and my build
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These additional polygons doesn't even affect anyhow on GPU memory consumption, nor FPS count
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Lol, why are these bars green?
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Also works on Colobot Gold - http://imgur.com/a/6sOo8
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Time to me Tongue . New Spots Texture (I know it was but the images on the forum is dead) - http://imgur.com/a/lde3I
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ExDe
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Now to helm
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http://prntscr.com/cqos7b maybe nobody will notice these "mustaches".
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Done
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And now calibrating it to make sure all looks like it should. Moving parts about fractions and recompiling :\
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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.