There are no separate glow and reflectivity textures for tatex, so how is this calculated? I found some related engine code, but if anyone knows and can explain it to me, I would be very grateful!
Thanks! Hasnt occured to me to look in alpha. Does teamcolor have to do with the following:
Code:
typedef struct tagPrimitive { long ColorIndex; long NumberOfVertexIndexes; long Always_0; long OffsetToVertexIndexArray; long OffsetToTextureName; long Unknown_1; long Unknown_2; long Unknown_3; } Primitive;
/* ColorIndex: This is the index of a color in the TA color palette. For the color palette, check out at the very end of this file for more detail, it would take too much space to display here. Ta palette :
Here is a struct containing the whole palette, it's in C++, you can just drop it in your code if that's what you're using, eles convert it to you language using those values. PALETTEENTRY is a windows.h object btw. You can access it like this :
The wiki is incorrect. I made a lot teamcolored 3do textures which also had reflections! The teamcolor is calculated by a purple color code, means if green-channel is equal 0 and the red channel is equal to the blue channel then it is a teamcolored texel.
PS: the wiki says correctly how the teamcolor code works, but it also says that teamcolored textures can't contain reflections, what is incorrect.
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