A couple of questions,
Now that everything (OF and RV) run with dds tiles is possible to work in 24BPP directly or still must work in 8BPP with all tiles from one tileset sharing paletes?
Whats is better, editing the pcx tiles and then running texCompress or directly editing the dds tiles?
Thanks,
Com_GP
Tiles pallete is used still?
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Mmmmmh, thats great, so much easier to work with tiles now...
I was thinking of remaking an old tool for automaking transitions... but this time better made.
Another point... If exe edits are possible, couldn´t be possible to add a shader for water and use the alpha channel of the dds textures for telling what is water and what is not? I know this is not easy task, but would be cool to have water reflections and specular stuff anyways... just an idea
Com_GP
I was thinking of remaking an old tool for automaking transitions... but this time better made.
Another point... If exe edits are possible, couldn´t be possible to add a shader for water and use the alpha channel of the dds textures for telling what is water and what is not? I know this is not easy task, but would be cool to have water reflections and specular stuff anyways... just an idea
Com_GP
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Com_GP I am currently actively using OTP, so if you have any plans for it, please let me know so we can discuss it further.
However I think that we still should use PCX (or bmp at for OTP) since F4AF still uses PCX, I'm sure Sherlock mad's up if we dont
However I think that we still should use PCX (or bmp at for OTP) since F4AF still uses PCX, I'm sure Sherlock mad's up if we dont
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Yeah, sure Ive plans for OTP, so any new thing to be implemented that you need, just tell me.
At this time I´m still in the planning state, first of all because I´m leaving on saturday for one week, but I think that remaking the program is not hard.
About working with bmp, pcx or dds is independent for me, easiest is bmp, what is important is if the tiles must be 8bpp sharing palete or free palete at 24bpp.
Does AF still works with 8bpp pallete?
About things to improve in OTP are:
* 3 way transtions
* free transitions, this means, not anymore perfect rounded transitions
* posibility to create several diferent transitions for each terrain type so the terrain becomes less repetitive.
* Autocreating texture.bin with the new tiles
* Adding the paths if needed (roads, rivers and such)
...
First Im thinking how to make all of this, but also making familiar with all the new falcon engine, how things work and such... about terrain (not database) it seems it hasnt changed much since I´ve installed old nevada with 4096 tiles in RV.
Regards,
Com_GP
At this time I´m still in the planning state, first of all because I´m leaving on saturday for one week, but I think that remaking the program is not hard.
About working with bmp, pcx or dds is independent for me, easiest is bmp, what is important is if the tiles must be 8bpp sharing palete or free palete at 24bpp.
Does AF still works with 8bpp pallete?
About things to improve in OTP are:
* 3 way transtions
* free transitions, this means, not anymore perfect rounded transitions
* posibility to create several diferent transitions for each terrain type so the terrain becomes less repetitive.
* Autocreating texture.bin with the new tiles
* Adding the paths if needed (roads, rivers and such)
...
First Im thinking how to make all of this, but also making familiar with all the new falcon engine, how things work and such... about terrain (not database) it seems it hasnt changed much since I´ve installed old nevada with 4096 tiles in RV.
Regards,
Com_GP
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Yes 256 colors pcx is what I just added into ODS. Same works for AF and then converted with SeasonSwitcher into RV or OF.
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
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Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel
PMC Tactical forum Advanced Search is power.
"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
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