Detailtex
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Detailtex
Is it possible to have more than one detailtex on the same map ?
(like dependable on the typemap or featuremap)
For example one detailtex for the texture underwater and a second one for the land above water level ?
edit: Actually my question is connected to the possibility of having metal patches of a higher resolution like a texture for a geo
(like dependable on the typemap or featuremap)
For example one detailtex for the texture underwater and a second one for the land above water level ?
edit: Actually my question is connected to the possibility of having metal patches of a higher resolution like a texture for a geo
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- unpossible
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- Posts: 501
- Joined: 18 May 2006, 21:19
- unpossible
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- Joined: 10 May 2005, 19:24
- Drone_Fragger
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THE DEVS JUST HATE IT.
I guess so. Dynamic watrer dunt work on my X1600 :O
ATI driver support is lax, simple as that.
They are catching up to nvidia finally, albeit slowly.
Nvidia cards perform far better in OpenGL than ATI could ever hope for, so I don't see why people would buy ATI "for" Spring.
I'm wondering how the "next" GPU from ATI and Nvidia will be like. ATI is going to be heading towards a unified shader architexture, similar to the GPU they made for the original Xbox. While Nvidia is simply doubling the amount of pixel & vertex shaders (36 and 24, respectively).
I'm running an overclocked GeForce6800GT right now, and it runs Spring smooth as butter @ 1680x1050, even with 4xAA and 8xAF enabled.
They are catching up to nvidia finally, albeit slowly.
Nvidia cards perform far better in OpenGL than ATI could ever hope for, so I don't see why people would buy ATI "for" Spring.
I'm wondering how the "next" GPU from ATI and Nvidia will be like. ATI is going to be heading towards a unified shader architexture, similar to the GPU they made for the original Xbox. While Nvidia is simply doubling the amount of pixel & vertex shaders (36 and 24, respectively).
I'm running an overclocked GeForce6800GT right now, and it runs Spring smooth as butter @ 1680x1050, even with 4xAA and 8xAF enabled.
It's not really a different architecture or harder or anything for devs. It's just that all current devs seem to like nVidia and hence use nVidia only for their dev machines. So it's very hard to test & debug on ATI for the devs.
I'm pretty sure that if all devs used ATI, the same would have happened for nVidia cards...
Personally I like nVidia because their OpenGL&Linux support is better then ATI.
I'm pretty sure that if all devs used ATI, the same would have happened for nVidia cards...
Personally I like nVidia because their OpenGL&Linux support is better then ATI.
Well there will not be any native open gl support in Windows Vista, so who knows what the future holds for open gl which would be a shame, I prefer it over direct X.Vassago wrote:ATI driver support is lax, simple as that.
They are catching up to nvidia finally, albeit slowly.
Nvidia cards perform far better in OpenGL than ATI could ever hope for, so I don't see why people would buy ATI "for" Spring.
I'm wondering how the "next" GPU from ATI and Nvidia will be like. ATI is going to be heading towards a unified shader architexture, similar to the GPU they made for the original Xbox. While Nvidia is simply doubling the amount of pixel & vertex shaders (36 and 24, respectively).
I'm running an overclocked GeForce6800GT right now, and it runs Spring smooth as butter @ 1680x1050, even with 4xAA and 8xAF enabled.
back to the subject:

I was thinking of making a s30 flat object textured with a metal patch-like texture that would have higher resolution than the ones on the main map texture. Considering the image above it should be possible and even easy.
Unfortunately I don't have the requiered modeling skill at all (at least not now) - im rather a mapper. Could anyone make such a flat model after prepairing the texture? This way we could have better looking metal patches without waiting for the new map format.
that flat object probably should have parameters like the rock below:
metalpatch001.tdf

I was thinking of making a s30 flat object textured with a metal patch-like texture that would have higher resolution than the ones on the main map texture. Considering the image above it should be possible and even easy.
Unfortunately I don't have the requiered modeling skill at all (at least not now) - im rather a mapper. Could anyone make such a flat model after prepairing the texture? This way we could have better looking metal patches without waiting for the new map format.
that flat object probably should have parameters like the rock below:
metalpatch001.tdf
Im not sure what some of those parameters do - correct those parameters if im wrong or somethings missing[metalpatch001]
{
world=All Worlds;
description=metal_spot;
category=arm_corpses;
object=metalpatch001.s3o;
footprintx=4;
footprintz=4;
height=30;
blocking=0;
hitdensity=1000;
metal=0;
damage=10000;
reclaimable=0;
featurereclamate=smudge01;
seqnamereclamate=tree1reclamate;
}