nicked on 2/4/2016 at 07:57
I accidentally had some object textures in Death's Turbid Veil that weren't power of 2, and it did cause problems for some people as I recall.
ZylonBane on 2/4/2016 at 12:55
Quote Posted by Yandros
I'd use PNG over TGA, too.
A word of caution here. I still use Paint Shop Pro for most of my graphics work, and I've found that when you save a PNG with alpha transparency, it changes all full transparent pixels to black. If the image has light pixels on the edges of transparent regions, this results in a visible thin black border in-game. So for me at least, TGA still has a use in some situations.
Yandros on 2/4/2016 at 15:30
I didn't realize that about PSP - good to know, thanks.
voodoo47 on 2/4/2016 at 16:40
Quote Posted by bassoferrol
There have been some recent fan missions with weird texture resolutions (paintings mainly) like 635x263 or something. But nobody said a word about that and I never had a problem for that reason. 18 months ago I said I had a texture converted to 1280x960 and some people here called that heresy and that I should be sent to Cragscleft.
pretty sure non-pot textures would make it into the top ten of Dromed DON'Ts. NewDark will scream bloody murder in the console if it detects them, and I'd say it has a good reason for doing that. so just like with unsupported audio formats - don't use them, even though things may appear to work for some people, it's a sureproof way to pain and suffering.
Cragscleft is too good for non-pot people.
bassoferrol on 2/4/2016 at 17:42
Well, I must confess that I have only used non power of two textures in paintings.
I'm aware of the problems that could arise if I don't stick to the rules though.
Soul Tear on 16/12/2017 at 17:04
I'm preparing a small set of new-old OM objects. I tried to make several models with joints, but unfortunately Blender (or nemyax's plugin) works with other joints values, so if I load this model of the Coil02 in OM, the arrow will be inactive (it needs joint 2, OM has the value 1).
What about dml? I have a poor understanding, how it works, but as far as I understand, can I change the properties of objects there without touching the mission files? I do not really want to learn A8 for this purpose.
I also made a new model of ship's wheel, and it will not work either. And I'm ready to do any others, including new door handles, it remains only to understand how to make it work with a less of efforts.
Inline Image:
https://i.imgur.com/xIdOByM.jpgIt's good that the drill does not have a joint:
Inline Image:
https://i.imgur.com/bjLP4hc.gifBut back to the Coil02. I added materials to the textures of steel and glass with the imitation of the specular map. At the coil on the left I added dirt to the glass: I think I will upload this model to the Repository for FMs. And the version with a clean glass can be added to the EP.
Inline Image:
https://i.imgur.com/7LlleZm.jpgInline Image:
https://i.imgur.com/YJ6sDhW.gif
Daraan on 16/12/2017 at 22:44
First hank you a lot, these look nice.
Quote Posted by Soul Tear
I'm preparing a small set of new-old OM objects. I tried to make several models with joints, but unfortunately Blender (or nemyax's plugin) works with other joints values, so if I load this model of the Coil02 in OM, the arrow will be inactive (it needs joint 2, OM has the value 1).
What about dml? I have a poor understanding, how it works, but as far as I understand, can I change the properties of objects there without touching the mission files?
Did you import the original with nemyax' plugin? the name of the sub objects might give you a clue.
Sorry but I also have to ask the dumb question you are aware that @s00 is joint 1. So 01 would be Joint 2.
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If everything is not gonna work .dml really is a nice not permanent patch.
Easiest way make the Archetype so that it works and then Hierarchy->Export->Single as dml.
Then only // Tweq->Joints and if you changed it //Tweq->JointsState is important and you can delete the rest of the file.
BUT I think there is a problem if //Tweq->JointsState got modified, as this property is on the concrete Archetypes as well you would need to specifically patch them individually for every mission if I'm right.
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And don't forget the shading properties ;) I realized I forgot them to many times.
LarryG on 17/12/2017 at 00:19
Are you sure the pointer on the dial is a jointed sub object? Most likely it is an animated texture instead.
Edit: You are right, it is a sub object: @s00ff. The axle is @x00aa6700, and the base object for the coil is aa. Did you try using those names?