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3do logo textures
Posted: 19 Sep 2007, 18:23
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 The wiki is horribly out of date on this - it stretches way back to the times where we had rigidly controlled colour values to choose from
Posted: 19 Sep 2007, 21:33
by rattle
If you mean the team color then I think it was magenta (255,0,255).
Posted: 19 Sep 2007, 21:48
by Guessmyname
I don't think so; you can have different shades of teamcolour on a 3do texture...
Posted: 19 Sep 2007, 21:55
by rattle
Oh yeah sorry. It's probably done through the alpha channel then.
It was magenta for OTA if I remember correctly.
Posted: 19 Sep 2007, 22:14
by Guessmyname
nah, OTA just used 8/10 (however many there are) different textures - one for each team colour (no pallette in OTA, remember?)
Posted: 19 Sep 2007, 22:24
by Complicated
Hmm, how do you use 3do? xD
Posted: 19 Sep 2007, 22:25
by Guessmyname
It's complicated
Posted: 19 Sep 2007, 22:26
by Complicated
yes it is xD
Posted: 19 Sep 2007, 22:26
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 :]
Posted: 19 Sep 2007, 22:30
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...
Posted: 19 Sep 2007, 22:33
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? :]
Posted: 19 Sep 2007, 22:36
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)
Posted: 19 Sep 2007, 22:41
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?
Posted: 19 Sep 2007, 22:42
by Guessmyname
huh... odd...
Posted: 19 Sep 2007, 22:43
by Complicated
mmm?
Posted: 19 Sep 2007, 22:49
by Guessmyname
I have no idea!
Posted: 19 Sep 2007, 22:53
by Complicated
can reload, duration in weapons have two decimal places?
can metal/energy costs and build time have a decimal?
Posted: 19 Sep 2007, 22:55
by Guessmyname
They can have as many decimals as you like, I think (though it probably stops mattering after two).
Posted: 19 Sep 2007, 23:05
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
Posted: 19 Sep 2007, 23:28
by Guessmyname
Oh. I assumed you knew that. Whoops