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Import Store remake
- DarkSynopsis
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Take Convention Center for example with its "Welcome to International Hall" sign.
I have 4 textures with the following resolutions.
512 x 256
256 x 128
128 x 64
64 x 32
With any luck in HEX we would just need to find 128x128, 64x64, 32x32 and bump them all to 1024x1024 to match with max res? something tells me its not that simple though, its more likely there is just a value of 2 sitting in there some where for what to make the texture divisible by so would need to find that and change to 0.
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- Slippery Jim
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DarkSynopsis wrote: I have 4 textures with the following resolutions.
512 x 256
256 x 128
128 x 64
64 x 32
The Last Resort texture replacement called "y_sign_1f_shmtl.bmp" is 512x256. I don't even recall who made that texture to be honest. It may have been Drummer or Enforcer.
It is a huge texture for a small sign but I got to say it doesn't do that blurry thing from a distance. Because the texture is so huge it stays almost perfect from the long walk up to it in Convention Hall day mission.
Yes, I agree finding where the game deals with mip maps with a hex editor would probably be impossible. Even with a disassembler I imagine it would be very hard because you would need to know about DirectDraw calls and assembly language.
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- Copy-Cat
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Taken from the old FAQ pages in 1.6
Cast Shadows - Select "No" if this is an invisible object.
Recieve Shadows - Select "No" if this is an invisible or self-illuminated object.
Light Backsides - Select "Yes" if this is a self-illuminated object.
Smoothing Angle (0-179) Degree to which smoothing will be attempted.
Smoothing Dir/Light - Name of light source used to smooth the object.
Smoothing ambient(0-1) - Amount that the backside of the object is lit.
Flags
Weaker clip - Activate if you wish this object to refrain from clipping solid geometry.
No skybox cull - Activate if this object is in a skybox only cell and you wish it to render.
No player clip - Activate if you wish to avoid collision with characters.
Smooth Angle: Value between 0 - 179 degrees is how much of the light will shine on objects based on angle from the light. The default for lit rooms is around 120, darker rooms 80, outside direct light is 140
Smooth Ambient: Value between 0 and 1, it is the intensity that ambient lighting affects the object. This is to prevent ambient lighting from washing out the object, 1 is default when no value is present, 0 is no affect. for ambient lighting I usually go .5
The Dir/light i have never messed with this because normally i want all lights to smooth
The Ramp 45 degree angle is fixed by ticking Weaker Clip and No Player Clip.
This means you can have an angle up to 88 degrees (example: ladder) I think this wasn't figured out because of the flags value on func_solidref were not fully understood. These flags are now fully understood.
About the trash bags, you got it! there are a lot of kewl objects we can use in Swat 3 as lit actors, but I have found that using the Launcher entity will allow the 3d object to take shadows, and lighting, much better than before.
I always wanted to put together an ultimate prefab map, with everything ever created. Makes mapping easier.
Bombs and Launchers are now understood too, and triggers can do more than just turn on and off lights, try turning a room's atmosphere to explosive atmosphere or changing a cell's skybox.
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- Slippery Jim
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Do you think it will help at all with lights getting dark on distant objects (and getting brighter when you approach them)? I suspect it won't because the engine is hard coded into making distant objects dark. I think it is a limitation with the engine that we have to live with.
The Ramp 45 degree angle is fixed by ticking Weaker Clip and No Player Clip.
Hmmm, if you put "No Player Clip" wouldn't the player just fall through the ramp?
About the trash bags, you got it! there are a lot of kewl objects we can use in Swat 3 as lit actors, but I have found that using the Launcher entity will allow the 3d object to take shadows, and lighting, much better than before.
Would love to get my greedy little paws on the trash bags to add them to the Import Store map. That map has been sitting on my hard drive unfinished far too long. Before my work gets busy again I want to make a push to finish it.
Thanks!
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- Copy-Cat
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That is true on 90 degree objects, but for some reason if the object is slanted up to 88 degrees, the characters treat as a ramp. I have already added waypoints at the bottom of a ladder set to 88 degrees and at the top of the ladder, and the ai use the ladder and follow the path with no problems, meaning they go up the ladder.
The trash bags can be found here
Texture:
www.dropbox.com/s/exgcly2kjpsorhs/3b063a07.bmp?dl=0
GSM
www.dropbox.com/s/s5ps6kjwu1o5vdo/TrashBag.gsm?dl=0
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- Slippery Jim
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Any idea what happened? Were they all just images? As far as I can tell it was just 3 images?
Thanks so much for the trash bag mesh! Of course full proper credit will be given. Now I just need to bug you for a tutorial how to use them. Are they different from the old method you originally used for your plants in Hacienda?
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