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Posted: 23 Oct 2007, 07:05
Adamodell
Number 1: Is there any way to get a 512x512 to display properly in Re-Volt?
Number 2: Aeon speaks of a car that has tinted windows. How the...?
Number 3: Any techniques to get bmq's to not make seams on the car?
Number 4: out of ideas for now....
Posted: 24 Oct 2007, 03:10
zagames
1. Yes, map the object to a 256x256 texture, and replace later with a 512x512.
2. Just make the window polygons somewhat transparent.
3. Move different slices of the texture around so they are a simple percent that works on both 256x256 and 128x128.(A little hard to explain, I understand if you don't get it.)
4. Ok
Posted: 24 Oct 2007, 03:50
Aeon
1. Yes, map the object to a 256x256 texture, and replace later with a 512x512.
That doesn't make Re-Volt very happy.
2. Just make the window polygons somewhat transparent.
That's a wonderfully Microsoft-esque answer. Duh! HOW DO YOU DO THAT!?
Posted: 24 Oct 2007, 04:24
Adamodell
Aeon @ Oct 23 2007, 11:20 PM wrote: 1. Yes, map the object to a 256x256 texture, and replace later with a 512x512.
That doesn't make Re-Volt very happy.
2. Just make the window polygons somewhat transparent.
That's a wonderfully Microsoft-esque answer. Duh! HOW DO YOU DO THAT!?
It doesn't make RV happy.
It f*cks (dare I use that explicative) up the textures in-game. It makes the textures all garbled and all effed up, making parts appear green?! It also makes some parts appear
clear for unknown reasons.
It also doesn't make what does appear higher res, IT ACTUALLY MAKES IT LOOK LOWER-RES!
just my 2 cents...
Somebody needs to hack RV so we can do these things.
Posted: 24 Oct 2007, 09:01
zagames
About the textures: The distortion is caused when the texture is stretched too far.
The windows: A simple surface property. I usually change it in 3DS Max, but I think you can use a RV DOS tool. The -morph table goes :
23 = almost transparent (17%)
24 = 33%
25 = 50%
26 = 67%
27 = almost opaque (83%)