Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Krackers87 on November 20, 2003, 03:35:34 pm
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Very intresting, heres how you do it:
I know this works with the 32 bit build
Extract the LOD 0 texture to the maps folder of the ship you want untextured and make it a .TGA , dont leave the .pcx file in there too.
Create a mission with you and one other ship.
Save it, start FS2 32 bit build with -32bit command line.
Load mission and make sure the ship is there, press escape alt - Tab out of FS2 and delete or move the lod 0 or main LOD .TGA map out of the maps folder.
Restart the mission
When you get close enough to the ship and it shows LOD 0, Viola! you have a very white, untextured ship and one ****load of lag.
Have fun and post pics.
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Um...why?
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some people might find it intresting. Also this can open the possibilities of many new things to be added to FS2.
Use your imagination.
Im not completely sure what this could be used to implement since im not a programmer but it could do something.
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sure seems completely pointless...
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I have read your post twice, but I do not understand why this trick makes sense. You can even see your untextured ships, but they are a bit transparent and white :)
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Untextured ships should be invisible because an invisible object can be quite useful (planet-mounted defense beams, anyone?) but something pure white like that can be done with a single-pixel white texture applied to the whole model and really isn't very useful.
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Yeah. that white texture would really be simplier. But isn't a ship with ANY texture better than a ship with a fully white texture?
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Two words: ghost ships:p
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Ghost ships? :wtf:
Predators? :)
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Cloaking?
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............... you can make ships invisible with sexps...
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it was just a bug int the game that i found.
it lagsway too much to be too useful but itsd still neat.
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You meant to say it's too stupid worth mentioning, right?
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Should this not be classified a bug though? I mean, the game shouldn't be loading textures on the fly should it? I don't know how the access code is handeled, but this just seems wrong. I would think that for best performance, all the textures would be cached and called up as needed, rather than loading an individual texture each time the image refreshes. Does this still work if you're already in range where LOD0 shows up?
Even being able to delete the texture file is dubious; I would think that it should be showing up as in use rather than just letting you delete it. Unless that falls under one of the caveats of windows programming that I haven't picked up yet.
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if a texture (or just about anything, models, animations, ect) is needed but hasn't benn loaded it gets loaded, once loaded it does not get loaded again untill it is unloaded (wich happens far more often then it needs to)
this seems to be more of a bug than anything, it should ether have a texture or be invisable, might explain the slowdown RT claims to experience