All .S3O features have flipped polygons - Page 2

All .S3O features have flipped polygons

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Teamcolored (usually blue) models can be caused by either:

- Spring is not able to find S3O textures (should be in unittextures dir)
- No alpha channel on texture1
- Alpha channel is not inverted. If the texture with alpha is completely visible in the image software, it is completely teamcolored in spring. Likewise, if the texture image is completely invisible/transparent in the image software, it is completely visible (not-teamcolored) in spring.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

That team color thing is kinda stupid. Perhaps, before it is to late, you could swap it round? It makes much more sense. Also, you can then place a blue/red square below your image to preview what it will look like ingame.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

how about reflectivity and such, how do I set those?

BTW pics of my new S3O here: http://taspring.clan-sy.com/phpbb/viewt ... &start=380
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