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Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 28 июн 2016 19:56
HellBaron писал(а):
Thank Ron Boy! Yes, it's really unusual theme, but the engine it's perfect for fantastic and futuristic worlds. Flipmode is the mapper, he's active somewhere? Would be nice reupload the mod with this fix!


I'm not sure if Flipmode is active or not. Try asking Vicpas, maybe he knows.
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 28 июн 2016 21:39
Hello, HellBaron.
In this forum has the link to Flip's Page.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 01 июл 2016 21:57
Found it! Thank you!
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 29 июл 2016 22:13
Flipmode was very happy about reupload his fixed map!! I will upload in addon for RTCW on MODDB!
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 29 июл 2016 23:35
HellBaron писал(а):
Flipmode was very happy about reupload his fixed map!! I will upload in addon for RTCW on MODDB!


Good news, HellBaron. It's good that Flipmode is still online today, and he apparently still cares about Rtcw.

Please post the Mod DB link here, when it becomes available. I would like to share this news via my website. :)
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 31 июл 2016 19:45
Thanks Ron Boy!! Here the link
http://www.moddb.com/games/return-to-ca ... r-2044-v11

Flipmode give me complete possibility to modify his work. But I only replaced the textures and enhanced the shader of the skybox, also added a small effect that can be seen by who will replay it.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 07 авг 2016 19:39
I'm doing some experiment with textures, to improve where possibile old textures and get more deep enviroment.
Изображение

Изображение
In these two screens (from dark level) you can see a transparent effect with a great results, and one poor reflective stage. But in Chateau level things are differents!! I think some areaportal blocks that kind of effects, cause transparency disappears, and reappers when we open the door. It works well only where all ambients are "continuos" just like the begin in dark. Note: only external objects can be seen over the "portal" with transparency (external objects map.jpg), then dynamic models. I don't know how decompile a map to delete certain portals, I also don't know if it compromise perfomance and AI actions. Someone can confirm that it's vault of many portals into movers/doors?? That happen also in WolfMP maps and for many different windows.


У вас нет необходимых прав для просмотра вложений в этом сообщении.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 07 авг 2016 19:49
Оригинальные карты игры защищены .. Есть вот прога http://www.wolffiles.de/index.php?filebase&fid=4780
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Изображение
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 07 авг 2016 19:56
Sounds useful! Thank you. But isn't enought, I think, too much mods also use these textures, areaportal are essential. Maybe I will delete transparency with another simulative effect. With this tool I can solve the problem of Natter rockets in assault.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 07 авг 2016 23:32
HellBaron писал(а):
Sounds useful! Thank you. But isn't enought, I think, too much mods also use these textures, areaportal are essential. Maybe I will delete transparency with another simulative effect. With this tool I can solve the problem of Natter rockets in assault.


Areaportals are used for map optimization. They are placed within doors, but only if there are no "holes" inside of the areaportal, such as windows with transparent glass. Do you understand?

If you will be modifying any of the original maps, then you will need to use Gtk Radiant to compile. I recommend version 1.2.11: https://icculus.org/gtkradiant/downloads/1.2/
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 11 авг 2016 18:15
I understand! Indeed during my tests I see that: if trasparency isn't decided in mapping process that textures haves problems in other situations, cause areaportals etc.; just like I said about differences between doors from "dark" and "chateau". So, to keep compatibility with other custom maps, I will delete transparency from my new glasses ( sadness), but I replace that with another effect.
About Gtk Radiant, delete areaportals it's very easy, but in this case I will not continue with that. I will limit my work to "assault" map, I need to change texture of the "natter" mapobject (model on the camion), just making another copy of the same, but with different name (cause shader for dynamic model it's different) and for that matter mapobject looks black (no lightmap stage on shader!).

How I can change the texture of the natter with Radiant?
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 11 авг 2016 23:27
HellBaron писал(а):
I understand! Indeed during my tests I see that: if trasparency isn't decided in mapping process that textures haves problems in other situations, cause areaportals etc.; just like I said about differences between doors from "dark" and "chateau". So, to keep compatibility with other custom maps, I will delete transparency from my new glasses ( sadness), but I replace that with another effect.
About Gtk Radiant, delete areaportals it's very easy, but in this case I will not continue with that. I will limit my work to "assault" map, I need to change texture of the "natter" mapobject (model on the camion), just making another copy of the same, but with different name (cause shader for dynamic model it's different) and for that matter mapobject looks black (no lightmap stage on shader!).

How I can change the texture of the natter with Radiant?


I don't think that it's possible to change a model's texture with Gtk Radiant. You can only change the textures of objects which are created from brushes (textures).
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 12 авг 2016 01:07
Ron Boy right. Without copy, rename and edit model its will not seen possible.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 12 авг 2016 08:49
HellBaron писал(а):

How I can change the texture of the natter with Radiant?


It's impossible. Use to milkshape. Or you can put your texture with the same name in model packs.
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Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 14 авг 2016 19:31
Ok, thanks for the info!

I can rename texture tags for natter with milkshape, but on sp/mp data don't exist a second natter model, Radiant includes that with the name natter_apart.mdc! I need to replace that brush with the right model to fix that. Also Rtcw decompiler isn't perfect, I think is too much work for a single little issue just because original mappers don't hold in mind the possibility of more shiny surfaces, in future can be solved with perpixel lighting. I keep black Kobra in the hangar :D
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