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PostPosted: Thu May 03, 2018 11:11 pm 
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Albertosaurus
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machf wrote:
Just in time... I just got a replacement videocard today at noon sicne the old one somehow failed on Sunday (cooling fan stopped spinning ad as the card overheated, the PC kept shutting down). Had this been released yesterday, I'd have been banging my head against the wall and shouting "Why? WHY? WHYYYYY???!!!"

Ahaaa, but it WAS uploaded yesterday. :P Your timing just seems to be lucky.

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PostPosted: Fri May 04, 2018 4:53 am 
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For me, it was still the same day (shortly before midnight) when I posted that, so "yesterday" was, indeed, one day earlier.

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PostPosted: Fri May 04, 2018 6:51 pm 
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Excellent! Love the new pines, Tres almost never gets any. I will say the new grass objs have blue outlines in their ingame opacity, tho.

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PostPosted: Thu Aug 09, 2018 5:05 pm 
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Huh, little report here - at least three foliage models here export-import-to-new-level with blue in their textures. "TJungleGroundcover00-00" and "VBamboo00-00" / "VBamboo01-00"...

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PostPosted: Thu Aug 09, 2018 7:28 pm 
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Draconisaurus wrote:
Huh, little report here - at least three foliage models here export-import-to-new-level with blue in their textures. "TJungleGroundcover00-00" and "VBamboo00-00" / "VBamboo01-00"...

That's weird, I didn't have any trouble with TJungleGroundcover, but I haven't exported VBamboo into any other level thusfar so I may have missed that.

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PostPosted: Thu Aug 09, 2018 8:01 pm 
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That is an issue where the opacity is not imported correctly. I know it is an issue that can happen when you redo a texture SWP import. Try exporting the object, make sure the opacity is there, then reimport it and replace both mesh and textures and see if it helps.

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PostPosted: Fri Aug 17, 2018 3:41 am 
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tatu wrote:
That is an issue where the opacity is not imported correctly. I know it is an issue that can happen when you redo a texture SWP import. Try exporting the object, make sure the opacity is there, then reimport it and replace both mesh and textures and see if it helps.

Yeah, I thought I'd fixed that, guess not. I'll have to see into that for the next version, because for now...

VERSION 0.4 RELEASED!
http://www.mediafire.com/file/6f5tpty9f ... e_V0.4.zip

No major changes in this version, but there is the addition of a couple of new Hawaiian palms which are without physics for you to drool over. As usual, I recommend you avoid using them for now until I can apply proper physics. Other updates include a couple of minor physics changes and the reduction of the Evergreen trees' polycount so that they hopefully won't destroy your performance as much and are now fully usuable.

I have a few more additions to foliage which are WIP at the moment, and by the next update I hope to have finished the physics for everything so that it will all be fully usable. :)

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PostPosted: Fri Aug 17, 2018 4:13 am 
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Sweet man, thanks. I wish to note that the link you posted here lists a ton of different files (and I had to create a mediafire account to access it).

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PostPosted: Fri Aug 17, 2018 4:16 am 
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Draconisaurus wrote:
Sweet man, thanks. I wish to note that the link you posted here lists a ton of different files (and I had to create a mediafire account to access it).

Whoops, that was the wrong link, sorry about that. It's fixed now.

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PostPosted: Fri Aug 17, 2018 4:17 am 
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No worries - I went and downloaded the toy bear and clown, had been missing those for a while!

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PostPosted: Fri Aug 17, 2018 4:55 am 
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Draconisaurus wrote:
No worries - I went and downloaded the toy bear and clown, had been missing those for a while!

Ah, forgot about those crappy old models...will have to make some new ones one day.

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PostPosted: Fri Aug 17, 2018 5:45 am 
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Update for you TI on Draco's issue above. The issue with the opacity is that the objects doesn't contain any to begin with. However, I would guess TresEd for some reason sometimes make its own opacity ones.

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PostPosted: Fri Aug 17, 2018 7:34 pm 
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tatu wrote:
Update for you TI on Draco's issue above. The issue with the opacity is that the objects doesn't contain any to begin with. However, I would guess TresEd for some reason sometimes make its own opacity ones.

Yeah, I'm fully aware of what happened, I'm just not sure how. I gave those models opacity maps when I imported them, it's almost as if they vanished. Still, not a big deal, I do happen to have the correct opacity maps in other levels so they should be easily fixable.

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PostPosted: Sat Aug 18, 2018 5:22 pm 
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TheIdiot wrote:
tatu wrote:
Update for you TI on Draco's issue above. The issue with the opacity is that the objects doesn't contain any to begin with. However, I would guess TresEd for some reason sometimes make its own opacity ones.

Yeah, I'm fully aware of what happened, I'm just not sure how. I gave those models opacity maps when I imported them, it's almost as if they vanished. Still, not a big deal, I do happen to have the correct opacity maps in other levels so they should be easily fixable.


I know the "issue". When you import a texture with an opacity, it will apply that opacity to the texture itself, not the object. So if there is other objects in the level that uses the main texture, the opacity will apply to that one as well.

I now know how the "issue" happens. It works by that when you import an object with an opacity, it will apply the opacity to the texture itself, not necessary only in the objects files. The result will be that the opacity will apply to any objects that uses that texture, without the need to add that information to the mesh. :)

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PostPosted: Sun Aug 19, 2018 1:23 pm 
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...Holy Raptor Jesus TI, those pines are still way over-poly. I'm going to employ them in limited amounts atm but are you sure there's no way to make them closer to 500-700 faces? FPS gets a little low even just with the small area in MegaJungle..

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