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DM-GreenlandEnhanced

Discussion in 'Infiltration Development' started by TerOmen, Dec 9, 2005.

  1. TerOmen

    TerOmen Member

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    Maybe the masked color has to be the first or last in the pallete, like I think duke3d did it.
     
  2. zeep

    zeep :(

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    I think thats the counter strike spray.
     
  3. cl0secall

    cl0secall bleh :P

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    Out of curiousity, I checked out the site for Chris's OpenGLDrv, and on the settings page is this snippet:

    (Emphasis mine). Hope this helps.
     
  4. Fat Marrow

    Fat Marrow Vegetable

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    About the masked textures: you can have textures which are set as masked, and surfaces which are set as masked. If either is set as masked, you will see a masked texture in the editor (and in-game most of the time).

    I think you can only avoid problems if you have both the texture *and* the surface set as masked (which can be easy to forget to do as you're applying masked textures in-editor). One solution - when your map is finished, select all surfaces by texture for the masked textures, then set the masked surface flag.

    I hope that makes sense to/helps someone.
     
  5. TerOmen

    TerOmen Member

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    Update: just wanted to let you guys know im still working on the map. Christmas and getting my eclipse ready to be sold has taken time away from the map.

    Edit: I got caught up tweaking a lot of things that will make it play better. As an example I optimized the terrain brush in 3dsmax using a t3d to max converter. I did that to make up for making the water translucent. Fps is good on a 1.2ghz p3.
     
    Last edited: Jan 4, 2006
  6. TerOmen

    TerOmen Member

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    The problem is what is glitching is a mesh. So im gonna have to convert them to max, then convert back to ued, then change the surface properties to make it mask correctly and reconvert to a mesh. All this stuff is too much for good old me :D

    Edit, it might give me a chance to bake lighting onto the tree texture so it looks more realistic ;)
    Thinking about doing the same thing on the furniture meshes I used. I should be able to put the few meshes I used into a single mesh file and upload it with the map to save download time. Then give credit to the authors of the original mesh files that Silver_Ibex posted.
     
    Last edited: Jan 4, 2006
  7. dr.flay

    dr.flay Dr.Flay™

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    Sorry for the bump.
    Does anyone still have a copy of the DeusEx pack "DeusExDecorationsForUnreal.zip" ?

    Oh, and for what it's worth (for those still working with UEd2) I build my texture packs in UEd3, so I can sort out the compression more easily. They are compatible.
     

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