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Re: BZII High Resolution texture mod RELEASED

Posted: Mon May 18, 2015 2:17 pm
by General BlackDragon
That is incorrect MrTwosheds.

An object ONLY gets painted all over with team colors IF a *c0 skin exists.

Re: BZII High Resolution texture mod RELEASED

Posted: Mon May 18, 2015 2:46 pm
by MrTwosheds
Yes. This is about how to get it partially painted when c0 skin exists.
when i use the term mesh here, I mean as in a single geometry, not a whole bz2 model.
Frame frm-body {

FrameTransformMatrix {
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1;;
}

Mesh body {

Re: BZII High Resolution texture mod RELEASED

Posted: Mon May 18, 2015 7:10 pm
by General BlackDragon
Oooh, you're talking about multiple textures on an object. *Somehow totally missed post before post before last*

Okay. Hm, good to know.

I think BZ2's material list internally is rather single minded. You see this with LightingType = # odf paramter when you have two objects with the same texture. If you place one with default of LightingType = 0, it looks normal. Then if you place the other along with it with LightingType = 1, both objects turn to the different LightingType.

Re: BZII High Resolution texture mod RELEASED

Posted: Mon May 18, 2015 7:52 pm
by MrTwosheds
I think BZ2's material list internally is rather single minded. You see this with LightingType = # odf paramter when you have two objects with the same texture. If you place one with default of LightingType = 0, it looks normal. Then if you place the other along with it with LightingType = 1, both objects turn to the different LightingType.
Worse than that actually, the material list is compiled locally on each bz2 install (and then added to by a modder...) What the modder see's is not necessarily what the end user will see when they install again. Different materials need to be unique, odf flags such as lighting type or model flags like __e etc do not make a material unique to the engine. Chances are that after a mod install everything else using that material will inherit the flag properties too.
I assume that only the material properties from the xsi/msh are used to determine wether or not it is unique. The texture name, ambient, diffuse and specular values etc.
...Oh the horror of the Glowing Daleks... :)
Modders should be very careful in their use of material flags and the reuse of the original materials. One cool non transparent cockpit can opaque them all.

Re: BZII High Resolution texture mod RELEASED

Posted: Thu Aug 13, 2015 6:15 pm
by MrTwosheds
Bz2 wallpaper 1920x1080
http://pasteboard.co/2H4gXqbU.png

Re: BZII High Resolution texture mod RELEASED

Posted: Sat Aug 15, 2015 12:20 am
by MrTwosheds
Another one, Coreload.
http://pasteboard.co/2IYwA3lD.png

Re: BZII High Resolution texture mod RELEASED

Posted: Sat Aug 15, 2015 1:48 am
by Red Devil
pretty

Re: BZII High Resolution texture mod RELEASED

Posted: Sun Aug 16, 2015 4:55 pm
by MrTwosheds

Re: BZII High Resolution texture mod RELEASED

Posted: Sun Aug 16, 2015 5:41 pm
by Ded10c
Not sure I like the way that one came out, it makes Rend's primary look a bit too much like a star. Could be the stippling.

Re: BZII High Resolution texture mod RELEASED

Posted: Sun Aug 16, 2015 6:22 pm
by MrTwosheds
It looked worse as a defined edge. I just blurred it a bit. The stippling is diffusion, I use it to breakup the area's that come out as blobs of solid colour otherwise.
Believe it or not most of the effort on that one went into trying to make the tiny carrier not look like a total mess.
Hmm, I could make the area around the planet a bit more orange so it looks less like it's glowing.
edit: Nah, looks worse.

Re: BZII High Resolution texture mod RELEASED

Posted: Tue Nov 24, 2015 4:20 am
by XxHAMADEHxX
Thank you very much for doing this =D