Posted: 30 Jun 2012, 02:19
Hello, R6TE and I were testing custom water.m. We found out that:
1. According to PRM decoder: original water.m is semi transparent (translucent, 2^2), uv mapped to 0x0 and colored like the following:
=> That doesn't conflict with our new custom water.m: translucent + Alpha values
2. In edit mode (objects), the custom water.m will load the texture , but in game, it won't, it'll use the vertex color instead
3. water.bmp won't be loaded either (except for ripples? I think it's blending?)
So (2): Re-Volt Should load the textures, I know perfectly well that's all about sinusoidal equations (bitmap may be torn away) but the upcoming TexAnim GUIs may oppose it? At any case, it'll be worth to load the textures for water.m or find a way to do so.
Thanks for reading.
1. According to PRM decoder: original water.m is semi transparent (translucent, 2^2), uv mapped to 0x0 and colored like the following:
Code: Select all
rvulong 6815693
=> That doesn't conflict with our new custom water.m: translucent + Alpha values
2. In edit mode (objects), the custom water.m will load the texture , but in game, it won't, it'll use the vertex color instead
3. water.bmp won't be loaded either (except for ripples? I think it's blending?)
So (2): Re-Volt Should load the textures, I know perfectly well that's all about sinusoidal equations (bitmap may be torn away) but the upcoming TexAnim GUIs may oppose it? At any case, it'll be worth to load the textures for water.m or find a way to do so.
Thanks for reading.