Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on July 10, 2004, 10:16:31 pm
-
thankfully the decal system is fairly self contained so it was easier to put it back in than most other thngs
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_7-10-04.zip
-
Got it. Will play later. Hopefully...
-
downloading now
-
Bob, I enabled decals in the launcher but I get none in-game. Before I blame ur executable is there anything else I need to do?
-
Also, a few random crashes to desktop when I target any vessel after i'm about 1/2 way thru any mission.
-
Probably you need the decal textures. You find them in the decal thread in the SCP-Forum. Once you have downloaded them, you have to put the textures in your \data\effects folder. This should work.
WMCoolmon compiled a Build that contains a lot of nice stuff and fixes some important bugs with the modular tables and the escort list. Too bad, that he didn´t compile the env-mapping. So we all have to wait until one of you smart programmers put all that stuff together to a stable, fast an bug-fixed build with all that cool eyecandy-stuff.
Too bad, that i´m not a programmer, too. So i can´t help though i wish to.
-
<< slaps self
Yeah textures'd help I bet :lol:
-
textures and table modifications
-
Will this work with the new multi addons? :)
-
yes and no, it requires table changes, wich means no multi player
-
ok i finally got decals to work. i used a bullethole texture with alpha using dxt3 dds. i noticed that there was a white box around the texture that faded out to transparent. also i koticed the white box thing around any particles if you were looking at a ship that was jumping in.
now how are theese rendered. i know how the main texture works but im not too sure what the backface texture is for. also do theese alpha blend automatically or do i have to use textures with alpha?
-
burn texture is a texture that is like a glow map but it slowly fades out over a table based time.
I'm not sure if the backface texture even works anymore, I may have removed it, it was a texture you would give to decals that would be applyed to faces pointed away from the impact site, so that on thin wings (or something) when you shot them there would still be a scorch mark on the other side, but a diferent texture, the idea being that it would look more realistic, like you were shooting holes through the wing.
you have to use textures with alpha, or the green transparency thing (only works in PCX I think though).
the white box thing, do you have mip-maping on, if so turn it off and tell me if this fixes the problem
-
it might just be cause i didnt specify a burn texture. i didnt even know that the table entry changed from the original specs. the white box faded out so it looks like i just need to specify a burn texture.
-
ok im not getting the faded box thing anymore now that i specified a burn texture, i think that was it. it works and now my guns leave bulletholes in things.
.
-
how do you get the burn effect to work? to i just apend -burn to the end of the burn effect or is there something else i need to do?
-
yeah, it's sort of like how glow maps work, there is also an optional feild you can add
+burn time:
wich is how long the burn pass will last, defalt is 1 second (I think it's in milliseconds, but I could be wrong)
-
yea its working i just didnt make the decal big enough to notice.