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 »

Ok....
If I start Bz2 and a single player mission first I get textures in sp and then in instant action too.
If I start an instant action first I get no textures (on the ivtank with a glow skin) and no textures in an sp game that follows it.
Texture rendering dependent on which game format you picked. :(

Reproduced several times now. Glowing Saber skin only works if the first game you start is single player mission, (mp not tested because I haven't changed the MM server)
No I can't see any sense in that either.
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Re: BZ2 Large Textures Pack, v1.0

Post by Red Devil »

you don't exit bz2 before switching to different modes, right? thinking it holds that in memory/cache and uses first hit, so model/texture with a problem is the one used by ia, possibly a pre-placed unit on a map?
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Re: BZ2 Large Textures Pack, v1.0

Post by General BlackDragon »

I've also found that having the original source BMP/PIC/etc in the folders can sometimes cause the model to appear white, if you have a glowskin one but not original, or visa versa?
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

I think you are right about the holding it in memory Red. I don't think IA has pre-placed Units, but SP probably has. Sp uses the original 00 material and the glow, IA uses the new A0 material without 00 or co because they already existed as a unique material.
Yes GBD, this is what my incoherent mutterings about materials compilation is about, the creation of unique materials (textures + model values), one created by supplying a new ivtankA0 in this case.
Maybe I should just not bother doing this, it is turning out to be very annoying and anyone installing a textures pack is already going to have a stock ivtank00 material.
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Re: BZ2 Large Textures Pack, v1.0

Post by General BlackDragon »

its worth it. Also people don't usually install more then 1 texture pack at a time.

Personally I'm more interested in how your HQ terrain textures look will end up looking. :)
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

Mostly finished the terrain, Looks good. I really wish I had something to edit mipmaps with though, sometimes the second ones look worse than they should, if I could just paste in a 512 and the original 256... Dxtgen is great but your working blind with it.
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Re: BZ2 Large Textures Pack, v1.0

Post by General BlackDragon »

DXT gen turns every 4 pixels into 1 pixel. So, if u want to preserve the image quality, for cases of things that should not be blurred together, u would need to feed DXT an image that is 2x Nearest Neighbor size. I have to do this for UI images/Reticles to preserve some of their lines, particularly diagonal ones.
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

I probably just need to play with the dxgen settings more, separate textures into different types with their own options set.
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Re: BZ2 Large Textures Pack, v1.0

Post by General BlackDragon »

Possibly. I have a special folder for planar boarders and shell folder with "no upscale" settings.
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

Made another clean install, just 1.3.6.5 and my textures folder, all the tank textures present.The first one out of the factory is a white one... Looks like I cannot reliably add glow texture's to the ISDF units without doing something MODish to rename them and create a new unique material. The mines are white too as they use ivtank00 as well.
Hmm, but I added a glow to The Scion building light texture too and I don't get white spires etc... this doesn't make much sense. :?
With the isdf tank, in order for the glow skin to display with the 00 and c0 textures you have to make sure your first map loaded after the game is started up is one with a tank saved on it. Otherwise the ivtankA0 skin is used alone.
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Re: BZ2 Large Textures Pack, v1.0

Post by Red Devil »

does order of textures in the model matter?
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

Stock model. The only texture referenced in it will be ivtank00.
Only certain classes can do glow skins? Mines aren't one of them....?
Ah. 00+ c0 +a0 (Mine) "no Sir! AO on it's own Sir!"
Last edited by MrTwosheds on Wed Oct 14, 2015 12:25 am, edited 1 time in total.
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Re: BZ2 Large Textures Pack, v1.0

Post by General BlackDragon »

Anything can have glow skins.

I have noticed some minor issues when including the source files along with the DXT files. Try making sure BZ2 can only see the DXT files and see if that fixes the white model issue.
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

No source files in the folder. I think you will find some things can't, like the ground and ordnance?

/edit
Ok, it will probably take some time to grow my hair back, but it's correct to say that a Solar flare mines can indeed display a glowskin :lol:
So it may be a question of what classes will create a glowskin material. Something is creating an orphaned AO material and I have added no assets other than the textures.
Ill have ivrckt00 or ivscout00 done soon, be interesting to see what they do.
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Re: BZ2 Large Textures Pack, v1.0

Post by MrTwosheds »

gatstab, gspstab, use ivtank00 too.
Walker, AssaultTank and bomber are going to have similar problems too, on account of sharing their materials with ordnance.
Solution 1: don't put glowskins on these units.
Solution 2: submit new ordnance models with their own non glowing texture's.
My recycle bin is glowing. :(
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