and our lovely time at the local cantina.
The table shot first.. I swear!
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Messages - tirpider
I had previously run SK's batch file and was able to join servers after that. I have taken no steps to un-do it's effects.
Today, I dl'ed the SWBF1 Online Patch Kit and used the patched client to(successfully) join the ModNight server.
Before that I had joined the one above it with my unpatched exe. (After, I can still join and leave that server at will, regardless of what exe I use.)
Currently, I cannot joint the ModNight server that says Snake, Shazam!, and myself are still on.
Refreshing does nothing, of course.
Just took this after your post:
Spoiler (click to show/hide)
After initially crashing to the desktop after the map change, I've restarted SWBF several times, even joined and left other servers.
You can see it was a high powered competition
I enjoyed it. Spent a lot of time flying into pits and walls of doom.
I believe most (especially the bf2 ones) are already override compatible. I haven't inventoried them to be certain, though.
I'll crank the machine back up and go over them. Some only have partial support and just need some nulls moved around to make it apply to the whole model.
One major caveat when working with the OTC units, if the original had cloth in bf2, then the OTC will either have a replacement or nothing in it's place.
On the clones, this will result in hexed on Kama's (which other folks have done as well) and won't be much of an issue. But for units with big capes or full skirts (lots of Jedi have cloth in weird places), I don't really have a replacement for those pieces yet.
Regardless, I don't alter the UV's so you could skin them as normal and it would look the same on the OTC variants.
Awesome... This is exactly why I started the OTC project.
If you get to a point where you need the OTC treatment on a BF1 or 2 asset, let me know and I'll try to get it up as quick as I can. (The project has been paused while I rebuild some old tools, but wont be complete till they are all done.)
I guess the blinky lights on the control panels are scrolls too?
Most look like scroll, but the far left green screen on the hoth device seems to be radiating out from the center... that would be at least 4 regions scrolling out.. hmm I'll cut into it to find out exactly.
But the buttons and stuff, yeah.. all scrolls across a gradient with the sudden blinking being controlled by speed and shifting intensity of the gradient.
Well, blinking lights on panels, most likely scrolls. They do not need too complicated animated tga edition. I can't watch xfire video, but here my video, that may better explain, how those code works and look's like:
Well, that solves it. We can animate the effects via the .fx files, but not the textures on msh files (other than scrolling, which is still cool.)
Thanks for the insight, guys. This puzzle was making me crazy.
Fun, but not quite.
The black and white one looks like either the shadow volume didn't hide properly, or the alpha channel didn't render right.
The rainbow Cloud City.. I just don't... heh
I'm thinking you were right in the comments about that being a memory thing.
This is the example I saw (in bf2 though)
He and others explain it in this GT thread.
After applying their recipe (same numbers, even) to my test models, I get no effect in BF1.
Like them, I have greped through the entire set of bf1 and bf2 assets looking for a msh that uses it.. not one to be found.
The example explosion image provided (a_sparks3.tga) in that thread is part of an effect (ord_explosion.fx) found in common.lvl with no msh attached to it.
He says he applied his example to a msh, and not an effect, and a search of their site reveals talk of animated textures, but no examples other than Scrolling textures that they call animated. So now I'm just looking for proof it exists outside of a demo video. (Hoping it isn't a bf2 only thing.)
I don't know squat about how effects work, but I'm thinking the workaround might be to have a permanently attached effect with the animation.
I don't have a project in mind for this (maybe a blink animation for the models with faces.. I don't know.), just exploring the render types and trying to find out how they work.
Has anyone managed to get the Animate render type to work in-game?
Has anyone seen an animated texture in-game, even? (Animated, not scrolling.)
I have seen video examples of it working in BF2, but nothing in BF1. Not on a msh model, at least.
My test models (a rock and a player unit) appear to have animated textures when placed in Zero, (their surfaces blink and flip rapidly,) however no effect is seen in-game as a prop or a unit.
The munger complains (INVALID RENDER TYPE:Animate) so I am sure I am close.
The information I have is that the render type needs to be set to 07, data0 needs to be the number of frames, and data1 needs to be the speed.
The frames have to be set up in a grid on the texture with the UV's mapped to the first frame. And the number of frames need to be a square number (4, 16, 25, 36...)
My fear is that it is an fx based thing only, but I'd love to see it working at all, really.
If anyone knows of an example of this or whether it is a feature supported in SWBF1, I'd love to know.
I've got no screenshots except for the abominations running around my test level.. some lost, some in jars, most of them deleted.
But I do have a quote that wraps my goals here:
One day, when my army of Tuskens is complete, We will take over and change the face of the Earth.. er, Tatooine forever..... Bwah-ha-ha-ha-haaa
I think it's a good idea to not get hung up on the sides.
So much subtlety and possible variations of stats, skins, balance, ect... A person could work on a
« on: May 11, 2013, 11:09:06 PM »
The 10 fps is a guess. When I tried it, it was so choppy it was simply unplayable. I suspect it's the ancient laptop grade, integrated video chipset. Nvidia doesn't even admit it exists because it's one of those pc manufacturer hack jobs (thanks Sony.)
SWBF 1 runs nice though, and I like it better anyway.
In other steam news, I have managed to get Team Fortress 2 to run. Everything is dialed down and it looks awful.
It looks like it would be a blast if it weren't for old hardware.
One day I will buy a new machine and be able to play modern-ish games .... or not. SWBF works and so does Minecraft (till they move to a higher opengl version), so I'm set. (Unless the Oddworld folks finally get another title together, then new hardware becomes a priority again.)