BZ2 Large Textures Pack, v1.0

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MrTwosheds
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

No, that's the basic orange.
Yes it's just black... that way you can't see how distorted and folded it actually is. I could try warping something so that the UV warps it back again, but this usually does not come out well. The original texture on that part must have been all of 16 pixels wide at the most. Upscaled it looked a bit like dented corrugated iron sheet. The orange curve I added actually looks much like the one above it, with a 45 flat degree slope on the front, UV's warp it to look like it does.
I was lucky that it's not like the under-front or the track inside which share's its texture with the rocket pods. I can't do anything about the stretching and misalignment there.
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Re: BZ2 Large Textures Pack, v1.0

Post by Red Devil »

it looks nice to me; was just wondering about team coloring is all.

hmmm, can you put glow textures on treads?
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Re: BZ2 Large Textures Pack, v1.0

Post by General BlackDragon »

yes
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

It's work in progress Red, I will make the other skins from the 00 when I have finished it.
Now that I figured out how that panel is stretched I figure I can put some detail on, as long as it's nearly all horizontal lines. I was wrong, the original panel was 11 pixels high and stretched to twice that size.
I really just wanted opinions on the track sides. It's a post production addon to stop branches jamming up the cogs when your driving in the jungle. :)

In my opinion the original is a horrible skin, I don't think it's the same artist who made some of the others.
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Re: BZ2 Large Textures Pack, v1.0

Post by Red Devil »

i think it looks great as is.
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Re: BZ2 Large Textures Pack, v1.0

Post by General BlackDragon »

I still want to play your Dalek mod :D
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

It remains unfinished.
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

http://pasteboard.co/1vDxQfup.png
A bit more work.
I always think this unit should have the ability to play really loud music. :)
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Re: BZ2 Large Textures Pack, v1.0

Post by Red Devil »

rave cannons
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

http://pasteboard.co/1BaHHFw5.png
:( This does not happen if you select a rocket tank as an available vehicle before the game starts. 1.3.6.5 isdf glowskin.
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Re: BZ2 Large Textures Pack, v1.0

Post by Red Devil »

interesting; methinks you have stumbled upon an interesting bug.
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

It's not quite a bug though...To do it properly you need to not be trying to alter an existing Material, Different models & differently named textures and it would all work perfectly well.
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Re: BZ2 Large Textures Pack, v1.0

Post by Red Devil »

i'm thinking the Save/Load code isn't pulling things in or at least the Load of objects saved in maps should be looking in files first instead of what is stored in the map/maps.
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

I just had my first sighting of the scion building glow texture I added doing the same thing on snow blind... :(
It's not files as such, "Materials" get made from Model info and the texture name. I think whats happening here is that I am inadvertantly creating a new unique Material, I do not get rid of the old ones... You can have 2 ivtank00 materials if one of the other properties is different eg the diffuse value or the spectral values, but I am not changing any values or names. So while ivtank00 material can and does display an A0 glowskin, by adding a glowskin I also create another unique material "ivtanka0" which does NOT display ivtank00.tga or ivtankc0. Presumably this only gets used when the original ivtank00 material is not preloaded somehow.
This is similar to the thing I had with "Glowing Daleks" or the opaque cockpits in 1.3, The game engine picks whatever material it gets to first because there is no way for it to tell them apart. So the obvious conclusion is that I should just not be doing it this way. Glowskins would need to be an addon that included MSH pointing to New texture names that create new unique materials. That turns an addon texture pack into a "Mod" and Bad assets becomes everyone else's problem. I will carry on making them but I can't see an easy solution to getting them to work properly as a simple addon.

:) I also reserve the right to be completely wrong about this, as I am not a programmer :)
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