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PostPosted: Sun Oct 19, 2003 12:35 pm 
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Rebel, I've tried to import my water models into the testlevel, but Tres crashes after loading the level:

http://home.planet.nl/~buijs512/trescom/beach.zip

I think I forgot a value or something?

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PostPosted: Sun Oct 19, 2003 12:38 pm 
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lemme check --

So, this isn't going to be water, but an animated scroll, like the ocean, correct?


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PostPosted: Sun Oct 19, 2003 12:51 pm 
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Rem, I used the value scripts below and no problems, though I can't figure out how these things go. Try importing again, being certain that the option 'change texturenames to form' is checked before import. (I chose not to replace the two pre-existing textures, ocean, beach)

group seawater = {
bool Shadow = false
float DeltaX = -0.008000
float DeltaY = 0.020000
string Anim00 = "ocean.bmp"
bool MipMap = false
string Class = "CInstance"
int ext_GeometryType = 2
}

group shore1 = {
bool Shadow = false
float DeltaX = -0.008000
float DeltaY = 0.020000
string Anim00 = "shore1c.bmp"
bool MipMap = false
string Class = "CInstance"
int ext_GeometryType = 2
}

group shore2 = {
bool Shadow = false
float DeltaX = -0.008000
float DeltaY = 0.020000
string Anim00 = "shore2c.bmp"
bool MipMap = false
string Class = "CInstance"
int ext_GeometryType = 2
}

group beach = {
bool Shadow = false
float DeltaX = -0.008000
float DeltaY = 0.020000
string Anim00 = "beach1c.bmp"
bool MipMap = false
string Class = "CInstance"
int ext_GeometryType = 2
}

(That MipMap false value shouldn't really be there for the group beach object since that texture already exists without that value on the sandy beach trn_obj. You could omit that if troublesome)

btw, when you're modelling these objects, are you using the latest tc_isle terrain? If not, below:

http://www.trespasserextras.com/tcisleter.ZIP


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PostPosted: Sun Oct 19, 2003 3:01 pm 
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Yes, that's why the ocean objects will be one of the last models I'll create.

Funny, copied the values, but it still doesn't work. Maybe it's because I'm running the game in software mode?

I switched to SW mode because of the NCS, but when I try to switch back is says not compatible HW devices if found (probably cos I installed new drivers while my GF4 was gone).

* Oh, yes, water will be scrolling. There's a blue gradient between the blue ocean water and the surf so the white stuff fades in. On spots like the SS Venture and the dock we can put interactive water on top.

* Btw, which version of GeomAdd are you using?

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PostPosted: Sun Oct 19, 2003 8:27 pm 
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2003-08-29 version (latest)

If needed, I could set up a quick dummy level with just those models if you think that'd help you sort this out --


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PostPosted: Sun Oct 19, 2003 8:34 pm 
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Yes, please, if you have the time.

This is kinda strange, I even imported them into the fresh testscene and it still doesn't work (even without scripts or anything). And I'm using the same version of GeomAdd...

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Last edited by Remdul on Sun Oct 19, 2003 8:39 pm, edited 1 time in total.

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PostPosted: Sun Oct 19, 2003 8:37 pm 
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I'm uploading a copy of our level now, just has anne and your beach objects (2.1mbs)


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PostPosted: Sun Oct 19, 2003 8:55 pm 
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Ok, here's the deal. Levels with 24bit textures only work in hardware mode, software mode they crash. Bad news. :(

Anyway, download level below, switch your textures with those inside the texture zip and re-port, choose replace textures. Then, it'll load in software --


http://www.trespasserextras.com/shores.ZIP

http://www.trespasserextras.com/shoretex.ZIP


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PostPosted: Sun Oct 19, 2003 9:22 pm 
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Yep, it worked. But what about the textures used in JR, Cathy's beach? These are the same type of textures right?

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PostPosted: Sun Oct 19, 2003 9:26 pm 
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Honestly, I never checked, Rem. All I can tell yah is what I've just tested. I always play in hardware mode so never bothered to check if those 24bit textures were a problem in software, but in every level I have 'em, every level crashes when tested. It won't affect our rain any, but you may have to settle for 8bit for water animations.


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PostPosted: Thu Oct 23, 2003 9:02 pm 
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Say, Rem, are all of these windows within the crater lab the same dimensions? If so, perhaps you can do me a favor. Could you model the glass for the windows, explode the model into eight (or ten) pieces? Most windows I think should be already broken, though I think we should set up at least a half dozen or so to shoot up. I was thinking for those windows already broken, we could have a separate model of the broken edges of a window still clinging to the outer frame (see damn building). Alpha channel is the way to go here, I think too. Textured windows just don't have the transparency needed --


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PostPosted: Thu Oct 23, 2003 9:40 pm 
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All windows have the same size, yes. Will model those tomorrow morning. :)

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PostPosted: Fri Oct 24, 2003 2:03 am 
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Nifty. :)


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PostPosted: Fri Oct 24, 2003 3:09 am 
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- Just dropping in! Don't wanna stray the topic here, just wanna let you guys know I checked out whatcha got done! Lemme just tell ya guys I'm lovin' everything! This level is gonna be sooo awesome, people are gonna be drooling over the screenshots. I swear, any time things get quiet around here it just takes a post like this to get me excited for the lev. again. Awesome job guys, keep it up, this is gonna be good :) -

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PostPosted: Fri Oct 24, 2003 9:00 am 
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Shattered glass model:

http://home.planet.nl/~buijs512/trescom/glassA.zip

You'll notice I've included a transparant texture. Once we got the problem with those textures figured out you can try and put this texture on it. It matches the lab textures, look pretty neat I think.

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