BZ2 Large Textures Pack, v1.0

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GSH
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Re: BZ2 Large Textures Pack, v1.0

Post by GSH »

Bitmaps read from a file have their filename associated with them that allows the code to look them up at runtime. Special textures created in memory, e.g. the minimap, may not have anything registered for lookup. I don't think it would be that hard to give the minimap a fake filename for lookup. If anything, it'd be a "filename" with illegal (to Windows) characters in it like ':' so that it could not conflict with anything a modder makes. Same paradigm is used for the factory ODFs, where it appends ":##" (team #).

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Re: BZ2 Large Textures Pack, v1.0

Post by General BlackDragon »

cool
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Re: BZ2 Large Textures Pack, v1.0

Post by Commando »

Would be neat if the image were dynamic, as in updating when enemies leave and enter range. With the image being small, it would be pointless but cool.
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

If we were making a new game, I would request that it does what it is theoretically supposed to do. Enable a commander to login to a bunker, rec factory, guntowers etc from any terminal. So you could take control of a gt from your rec or configure factory vehicles from the bunker etc etc. :D
As it is Ill settle for a nice texture that looks much like it always has done.
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Re: BZ2 Large Textures Pack, v1.0

Post by Commando »

An odf flag, for remote access to the factory and recycler would be useful, but i dont see that happening.
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Re: BZ2 Large Textures Pack, v1.0

Post by GSH »

The code's not really built to do that easily. While at a terminal, it keeps checking the terminal owner to see if they're "near enough" to the terminal, and auto-disconnect if too far. Making an extra level or few of indirection would be .. tricky.

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Re: BZ2 Large Textures Pack, v1.0

Post by GSH »

The minimap texture is called "MapRadar" in code (no extension). Problem is, the code destroys/[re]creates it any change, so any objects holding on to a raw pointer in code is likely to go boom soon enough. Not an easy fix.

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Re: BZ2 Large Textures Pack, v1.0

Post by Commando »

Was going to say if the image updates, based on what is nearby, would be cool, granted bz2 doesn't support dynamic textures. By dynamic, I mean animated.
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

Or... I replace it with an up to date screenshot of the ship select screen. ?
Somewhat modified to get the transparent background...Who wants their nick on the hi res terminal? :)

Anyone know why there are now 5 ioface textures in the 1.3 pack?
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Re: BZ2 Large Textures Pack, v1.0

Post by Red Devil »

i think the reason the factory screen is used for the bunker terminal and recycler terminal was due to the acti rush-it-out-the-door orders, so it never got a proper texture.
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Re: BZ2 Large Textures Pack, v1.0

Post by Red Devil »

thinking the various ones (base/c/f/r/t) are placeholders for the comm bunker, factory, recycler, bomber bay, and training facility.
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

Probably the comm bunker, factory, recycler and gun Tower.
Nice little project for someone with vector graphic skills, to make 10 terminal textures.
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Re: BZ2 Large Textures Pack, v1.0

Post by Ded10c »

Might not be necessary. There's a base in the art pack (if you have it) under the name testpic.pic.
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

Hmm, like the original it upscales into something ugly in need of amounts of repair that are equal to making a new texture.
I have magical solutions for certain types of textures, like terrain, metal etc, but it doesn't do nice clean menus with straight edges. :)
What we need is a Shell screen genius to knock up something square with nice borders, scroll bars and a black background. Screen shot and add text/tank pictures as required.
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Re: BZ2 Large Textures Pack, v1.0

Post by Zero Angel »

XBRz scaler is pretty much made for things that need clean edges (like UI elements). The standalone one is called 'ScalerTest' and link to it should be available in the XBR topic that I posted some time ago.
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