Matthew on 31/12/2008 at 15:47
Awesome, ZB.
ZylonBane on 31/12/2008 at 16:39
Quote Posted by Enchantermon
The only problem (correct me if I'm wrong) is that you can't modify the stripped levels because it would require re-portalizing them.
That is, unfortunately, correct. The best we can practically do for the stripped levels is create new high-framerate textures at the original resolutions.
The best we can
impractically do is reproduce those levels from scratch. But that would require a huge investment of time and effort.
Kolya on 31/12/2008 at 19:55
Didn't Zygoptera make changes to these levels too?
Nameless Voice on 31/12/2008 at 20:01
We can change the objects but not the terrain.
Although... a flat plane object that uses the screen textures placed directly in front of the brushes that use them might work.
ZylonBane on 31/12/2008 at 20:07
Quote Posted by Nameless Voice
Although... a flat plane object that uses the screen textures placed directly in front of the brushes that use them might work.
But you can't set the animation rate on object textures.
Nameless Voice on 31/12/2008 at 20:27
True, though you might be able to fake it with clever use of model-cycling.
ZylonBane on 31/12/2008 at 20:45
Quote Posted by Nameless Voice
True, though you might be able to fake it with clever use of model-cycling.
Isn't model-cycling fairly limited though? A lot of the updated textures use 10 frames of animation (I wanted to use the full 19 frames, but the animated texture size limit squashed that). Perhaps a custom script could be created that implements more flexible model cycling. But that might be too much of a resource drain considering how many screens are in a typical SS2 level.
Nameless Voice on 31/12/2008 at 20:49
Yes, model-cycling is limited to 6 'frames'. What I was thinking was to double the texture animation speed by toggling between two objects each with their own set of texture frames, so the first model would use textures 1, 3, 5, 7, 9, and the second model would use textures 2, 4, 6, 8 and 10. I'm not even sure if it would work, or if the current frame would get reset if they don't both use the same texture.
The custom model-cycling script is a good idea, too. I had planned make one of those at some point.
ZylonBane on 31/12/2008 at 21:01
Instead of model cycling, could a script instead hook into the object reskinning system? Would certainly beat having to create hundreds of new model files.
Nameless Voice on 31/12/2008 at 21:26
Yes, it could use the replaceable texture functionality, though the problem with that is that it won't load the palette for a texture loaded through texture replacement, which means that the textures are displayed using the default txt palette instead of their own - unless the texture has previously been loaded elsewhere (having the appropriate texture family loaded would count here).
I'm not sure if you can specify an individual frame of an animation as a texture for texture replacement, though.