BZII High Resolution texture mod RELEASED

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General BlackDragon
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Re: BZII High Resolution texture mod RELEASED

Post by General BlackDragon »

That is incorrect MrTwosheds.

An object ONLY gets painted all over with team colors IF a *c0 skin exists.
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Re: BZII High Resolution texture mod RELEASED

Post 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 {
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Re: BZII High Resolution texture mod RELEASED

Post 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.
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Re: BZII High Resolution texture mod RELEASED

Post 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.
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Re: BZII High Resolution texture mod RELEASED

Post by MrTwosheds »

Bz2 wallpaper 1920x1080
http://pasteboard.co/2H4gXqbU.png
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Re: BZII High Resolution texture mod RELEASED

Post by MrTwosheds »

Another one, Coreload.
http://pasteboard.co/2IYwA3lD.png
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Re: BZII High Resolution texture mod RELEASED

Post by Red Devil »

pretty
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Re: BZII High Resolution texture mod RELEASED

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Re: BZII High Resolution texture mod RELEASED

Post 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.
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Re: BZII High Resolution texture mod RELEASED

Post 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.
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Re: BZII High Resolution texture mod RELEASED

Post by XxHAMADEHxX »

Thank you very much for doing this =D
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