Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Galemp on July 11, 2008, 08:10:14 am
-
Some of the texture-replacement code implementations (nameplates, reskins) are really only replacing the diffuse map; that is, they represent a new paint scheme, and generally use the same glow, shine, and normal maps. I've been working on a load of reskins for the TAC 1, and the thought of having to include an identical glow, shine, and normal map for each of the 20 variations seems like a waste of space and memory.
Is it possible to fork the texture replacement function so that we have a new one that only swaps out the diffuse map?
-
Those things would be done within the material system.
Any other solution is more like a hack.
I guess we'll just have to wait a bit.
-
I have an idea of how it could be done pretty easily, though as DaBrain said, it is kind of a hack...