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leigon
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Post by leigon »

1. What colour do you guys use for transparancy on texture maps?
2. Is there a way to make a building blow up as soon as someone buys it? (Don't ask me why yet ;) ).
3. Does costal work yet as I don't want to re-open gyruss till it works as I have to build all the rigs right now :P.
4. Whats transparant on model textures? :P

I may have repeated a lot of these but I am going to take my time to re-open since zoric is up now.
Has a rush job and you all saw what happend. ;)
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Post by hedgehog »

1] 0000FF hex or 0 0 255 rgb. also known as primary blue.

2] the trigger building type *might* do that atm.

3] wasn't there a thread on this? ;)
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Post by leigon »

1. I tryed that and it became blue on texure map O.o
2. Please explain ;)
3. yes but it I am at college and cant exactly test it :P just wondering if 1.34 supports it.
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Post by Mit »

um, nope, sorry, coastal not in .34 - But tis in the next vers (.35) for definite. Tested it just and got it to work eventually. Sorry for the delay on that one.

The blue might not work if you're using jpgs (coz the jpg compression can alter the colours a bit). Also might not work for particular types of texture.

e.g. Are you trying to use it with a texturemap placed on the ground? (If so - thats not possible (coz the texturemap *is* the ground and therefore theres nothin underneath it to show through).

There is a technique available for using 'surface layers' which allow you to create semi-transparent bits on a layer texture which is placed over the normal road and other surfaces. Post back for more information on that if needed. (And hopefully zar or someone will be able to answer coz i aint got much of a clue how that works anymore :] )

Blue definitely works for model textures tho.

The trigger thing hedge referred to is a very WIP bit (and not quite what ur after im guessing). Theres a 'Trigger' type in the building dat editor. Set a building to that and it will have a menu option availble in game for 'activate trigger'. When a player selects that option, *something* will happen depending on the trigger param set in the editor.
The WIP part is the 'something happening' bit - i.e. nothing much does. Theres currently just the one mode available that blows the building up immediately. Later there'd be more interesting stuff like linking buildings together to make capture the base type games and that kinda thing..
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Post by junk »

new question
does any1 know if eat/drink sizes changed because what i have seen ingame doesnt match what the manuals tells me thx ( magic said he would look this up but maybe some1 can save him some time :D
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Post by leigon »

1. I am refering to the texturemap .texmap # as I have lets say one big one texturing the world. Then smaller ones for roads / ground types (farm land, forist, lakes, etc). So it should work... I will have to save in .bmp to get it to work tho.

2. Will need a little help on this tonight. I am putting trees accross the whole map. What I was going to do is make somone buy the trees and as soon as they are baught they blow up... E.G. logging... This means players outside of the starting town will have to clear land before they can build :)

3. Blah I will just build them manualy for now... or get an oil pump on land till its done.

Ty guys for all your help... espeshaly mit and hedge, who we all come to love and hate ;)
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Post by leigon »

oh... I just realised i am going to have to dromaticly srink the draw distance to make this playable O.o all thoes trees... :)
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Post by Mit »

or get lower poly trees? :]

what u mean by the eat/drink sizes, junk? Do u mean how much they take in your inventory?

Oh and hedge.. while we're on the subject of triggers (as we kinda were) - Say i'd added trigger modes ..
1 - Player takes ownership of all buildings with the same owner as the triggered building
2 - Wargames mode ends (map is reset etc)
3 - A fixed reward is granted to the player
4 - Building explodes and anyone nearby takes damage.

..thatd be breaking the whole feature freeze idea and i should remove all the code now, aight? :]
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Post by junk »

Mit wrote: what u mean by the eat/drink sizes, junk? Do u mean how much they take in your inventory?
nope i mean reducing hunger/thirst
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Post by Fooli »

Mit wrote:or get lower poly trees? :]
I'll churn out hundreds of the feckers just as soon as u let hedge have 8-bit alpha, or wotever it is he keeps usin as an excuse to not texture any of the test trees I keep sendin him :)

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Post by Mit »

8bit alphas there, its just not default on the client atm.
ill make it default as soon as theres lots of trees done that need it :]
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Post by Fooli »

Aaaaaaargh! :)
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Post by Fooli »

er... assuming ur being serious, can I have a client version with it enabled (or, praps more ideally, a converter)?
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Post by hedgehog »

i'll texture them as soon as we don't have any tree models that need texturing. :)
..thatd be breaking the whole feature freeze idea and i should remove all the code now, aight? :]
yesterday on barick, as i sat in my tractor watching magic dreamily coiffe his feature-request-baton's lovely orange mane, i could have sworn i heard him mutter a wish for this very thing.

especially the wargames part. i especially heard him mutter that.
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Post by hedgehog »

*cough*

Image


trick afaict is to do the tex first and then sort out the planars after the fact.
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Post by Fooli »

hedgehog wrote:*cough*
trick afaict is to do the tex first and then sort out the planars after the fact.
Y'know, I'm sure I heard someone say that a few dozen times, several years ago .

*cough* :))
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Post by hedgehog »

sorry? can't hear you; tree in my ear.
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