3do logo textures

3do logo textures

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Guessmyname
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3do logo textures

Post by Guessmyname »

how do you define which areas use the logo colour? The wiki is horribly out of date on this - it stretches way back to the times where we had rigidly controlled colour values to choose from
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rattle
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Post by rattle »

If you mean the team color then I think it was magenta (255,0,255).
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Guessmyname
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Post by Guessmyname »

I don't think so; you can have different shades of teamcolour on a 3do texture...
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rattle
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Post by rattle »

Oh yeah sorry. It's probably done through the alpha channel then.
It was magenta for OTA if I remember correctly.
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Guessmyname
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Post by Guessmyname »

nah, OTA just used 8/10 (however many there are) different textures - one for each team colour (no pallette in OTA, remember?)
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Complicated
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Post by Complicated »

Hmm, how do you use 3do? xD
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Guessmyname
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Post by Guessmyname »

It's complicated
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Complicated
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Post by Complicated »

yes it is xD
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Complicated
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Post by Complicated »

yes it is xD
I've been asked to make new textures for epic annihilation.

I need to make textures for the t1 refits anyways :]
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Guessmyname
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Post by Guessmyname »

I'm not kidding:

Step 1: Make texture
Step 2: Convert to gaf format with a gafbuilder program (look on FileUniverse) so that 3dobuilder can read it and use it.
Step 3: Apply textures face-by-face to the model...
Step 4: Reconvert back the gaf back to bmp or tga so that Spring can read it...
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Complicated
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Post by Complicated »

One question asked in my other thread,
when i go to host my mod to do a progress test, it remains stuck on generating unit lists and I haven't added or removed any units within the mod

help? :]
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Guessmyname
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Post by Guessmyname »

check your modinfo.txt and never test with AIs (other than the TestGlobalAI - as that doesn't actually do anything other than test the interface)
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Complicated
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Post by Complicated »

Code: Select all


[MOD]
{
	name=Epic Annihilation V0.1;
	description=00tz;
	modtype=1;
	numdependencies=3;
	depend0=springcontent.sdz;
	depend1=otacontent.sdz;
	depend2=tatextures.sdz;
	[NTAI]
	{
		tdfpath=BA;
	}
}
There...

anything?
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Guessmyname
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Post by Guessmyname »

huh... odd...
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Complicated
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Post by Complicated »

mmm?
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Guessmyname
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Post by Guessmyname »

I have no idea!
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Complicated
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Post by Complicated »

can reload, duration in weapons have two decimal places?

can metal/energy costs and build time have a decimal?
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Guessmyname
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Post by Guessmyname »

They can have as many decimals as you like, I think (though it probably stops mattering after two).
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Complicated
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Post by Complicated »

problem resolved, if this occurs, use 7zip to compress it as a .zip file and rename the file type to sdz and it will load accordanly
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Guessmyname
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Post by Guessmyname »

Oh. I assumed you knew that. Whoops
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