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Posted: 22 Jun 2006, 17:29
by unpossible
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).
Posted: 22 Jun 2006, 17:33
by Masse
i want the under unit decals for my own mod purposes

and if the decals could rotate with unit it would be better... but no need to hurry i got job and women to take all my time so mod progress is slow... but im still gonna do it
Posted: 22 Jun 2006, 18:47
by IceXuick
decal shadows use up less GPU/CPU power than dynamic shadows.
Posted: 22 Jun 2006, 19:02
by NOiZE
IceXuick wrote:decal shadows use up less GPU/CPU power than dynamic shadows.
i would love decal shadows...
Posted: 22 Jun 2006, 19:36
by IceXuick
NOiZE wrote:IceXuick wrote:decal shadows use up less GPU/CPU power than dynamic shadows.
i would love decal shadows...
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.
Posted: 28 Jun 2006, 01:08
by knorke
just wanted to share this:

its the new ulta-soft concret

Posted: 28 Jun 2006, 05:40
by Das Bruce
Pft, its only tarseal.
Posted: 28 Jun 2006, 09:56
by unpossible
mmm, looking good

Posted: 28 Jun 2006, 15:04
by Caydr
Deathblane wrote:Shadows are optimised for NVIDIA, so GTO x800's (mine included) don't quite cut it.
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.
knorke wrote:just wanted to share this:

its the new ulta-soft concret

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.
Posted: 29 Jun 2006, 11:25
by Drone_Fragger
Shadows work on my X1600. But dynamic water does not. Which is lame. Spring is one of the few games I know of to actually have dynamic water.
Posted: 29 Jun 2006, 12:46
by Das Bruce
Drone_Fragger wrote:Shadows work on my X1600. But dynamic water does not. Which is lame. Spring is one of the few games I know of to actually have dynamic water.
Take that Source!
Posted: 29 Jun 2006, 19:36
by Candleman
Yeah, the devs could make some serious moolah in selling that tech, unless others already have it and just aren't using it, which would make them dumbasses.
Posted: 30 Jun 2006, 00:49
by knorke
Caydr wrote:
knorke wrote:just wanted to share this:

its the new ulta-soft concret

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.
No, in this case heavy bombardment caused the ground to deform and the building to sink.
I didnt mean to attack your mod or anybodys work, just wanted to point out some funny non-critical problem.
Posted: 30 Jun 2006, 00:53
by unpossible
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
Posted: 04 Jul 2006, 11:54
by unpossible
Posted: 04 Jul 2006, 20:10
by FizWizz
<3
Posted: 05 Jul 2006, 13:40
by Slamoid
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!
Posted: 05 Jul 2006, 13:44
by NOiZE
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!
I think the size is defined in the fbi's so you can't change that without breaking compatability with the default AA..
Posted: 05 Jul 2006, 21:22
by unpossible
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!
the probelm is as noize said, we're using Caydr's sizes so as not to break the AA mod when people install the textures
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
Posted: 06 Aug 2006, 10:59
by GrOuNd_ZeRo
Noobish question here, how do I create transparancy? I tried black (all RGB values to 0) and did not make my textures transparant, how do I go about making my textures transparant? what do I save my DDS as exactly?
Anyone willing to make a tutorial to transparant decals?
Thanks.