Metal baseplate decals - V1 released!
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- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
it's all well and good but what sort of performance hit will all these individual .tgas cause?
Also there is the problem with cloakable units - you can't put decals under them or it spoils the cloak. some of these are rather large (like the AA adv fusions) so you're a little stuck as to what to do (in mods with cloaking structures).
Also there is the problem with cloakable units - you can't put decals under them or it spoils the cloak. some of these are rather large (like the AA adv fusions) so you're a little stuck as to what to do (in mods with cloaking structures).
me too! and indeed the magic enchantment idea is nice and, could also be used for TA aswell for shields (status), or units that reached some level of experience, units that have trouble pathfinding etc.NOiZE wrote:i would love decal shadows...IceXuick wrote:decal shadows use up less GPU/CPU power than dynamic shadows.
I don't think that's it. I had a 9800 pro (to which your x800 is godly in comparison) and the shadows worked fine. These are both ATI cards. They also work fine on my laptop's ATI 200m chipset.Deathblane wrote:Shadows are optimised for NVIDIA, so GTO x800's (mine included) don't quite cut it.
You do know what's causing this, right? If you just ".give corlab", it doesn't adjust the ground properly and has bad consequences for decals.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
true, they both happen. but the first only to the haxx0rs
have you made the baseplates smaller for the next version caydr to minimise this effect?
edit:
oh yeah does anyone actually want these? if so i'll upload them to FU. they're just the raw unit files to be dumped in the spring directory - causing out of sych errors in games
so you can only use them in single player

have you made the baseplates smaller for the next version caydr to minimise this effect?
edit:
oh yeah does anyone actually want these? if so i'll upload them to FU. they're just the raw unit files to be dumped in the spring directory - causing out of sych errors in games

- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
bump, 1st release is out: http://www.fileuniverse.com/?p=showitem&ID=3625
I think the size is defined in the fbi's so you can't change that without breaking compatability with the default AA..Slamoid wrote:I would like to see them probably 1/3-1/4 bigger than they are, so that when you put multiple buildings in a group, it's like there's a road between them, interconnecting the base. This texture is buttloads better than the original, thanks for putting it up!
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
the probelm is as noize said, we're using Caydr's sizes so as not to break the AA mod when people install the texturesSlamoid wrote:I would like to see them probably 1/3-1/4 bigger than they are, so that when you put multiple buildings in a group, it's like there's a road between them, interconnecting the base. This texture is buttloads better than the original, thanks for putting it up!
i found that making the decals larger starts looking rather silly when they're on bumpy terrain. i had a brief trial with large gravel decals witout much well defined texture and that looked less silly...but wasn't really the appropriate look for a TA mod
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10