Hope you don't get offended by me being a mesh efficiency nazi
Modifications to defensive building models needed
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Jorzi
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Re: Modifications to defensive building models needed
@Macuser the uv-mapping could use some love (it's a bit inefficient atm) and there's still some weird geometry in certain places, but I guess it works (the same could be said about the current wheel models in trunk).
Hope you don't get offended by me being a mesh efficiency nazi
Hope you don't get offended by me being a mesh efficiency nazi


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Berg
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Re: Modifications to defensive building models needed
Just another wall..
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Jorzi
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Re: Modifications to defensive building models needed
While I think Berg's walls using the (modified) original texpages are good for integration into master, I made a hipoly wall for art revolution, inspired by macuser's design.
This one features detchable concrete slabs mounted to a central frame for easy replacement/repair
This one features detchable concrete slabs mounted to a central frame for easy replacement/repair
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Rider
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Re: Modifications to defensive building models needed
Hmm, I like that one a lot actually. It feels like it would fit in well also.
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MaNGusT
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Re: Modifications to defensive building models needed
Jorzi:
I approve it.
P.S. The main problem of Berg's textures is that they don't have any AO maps multiplied into diffuse maps while even the old textures have AO shadows.
P.S. The main problem of Berg's textures is that they don't have any AO maps multiplied into diffuse maps while even the old textures have AO shadows.
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Jorzi
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Re: Modifications to defensive building models needed
I textured and exported my wall and tested it ingame. The wall itself works great but it screws up several other textures. Anyone have an idea of what might be causing it? I previously had similar problems with running my mod in a multiplayer game.
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macuser
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Re: Modifications to defensive building models needed
ArtRev Website

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
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Berg
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Re: Modifications to defensive building models needed
I see you have a normalmap texture in the wall, is code running in the normal trunk code to use this texture or is it a mod...Jorzi wrote:I textured and exported my wall and tested it ingame. The wall itself works great but it screws up several other textures. Anyone have an idea of what might be causing it? I previously had similar problems with running my mod in a multiplayer game.
If its a mod where is it please.
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Jorzi
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Re: Modifications to defensive building models needed
@Berg: http://cyancore.net/goran/shadermod_1.0.gmod.wz 
It has a modified fragment shader that supports object space normal mapping. I also added a soft orange "sky reflection" glow.
@Macuser Thanks
It has a modified fragment shader that supports object space normal mapping. I also added a soft orange "sky reflection" glow.
@Macuser Thanks


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Berg
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Re: Modifications to defensive building models needed
Maybe this should be in its own thread..
I tried your mod it has issues ....
I tried to capture this in a crash dump but it was beyond my skill so I took a screen capture of it scrolling in my console.
THis has no meaning to me and i can see what you mean about the mod affecting other textures.
hope this is helpfull Berg
I think there is a texture limit??? when i see this info |05:42:56: [pie_AddTexPage] pie_AddTexPage: too many texture pages
hope this is helpfull Berg
I tried your mod it has issues ....
I tried to capture this in a crash dump but it was beyond my skill so I took a screen capture of it scrolling in my console.
THis has no meaning to me and i can see what you mean about the mod affecting other textures.
hope this is helpfull Berg
Code: Select all
warning |05:42:56: [iV_ProcessIMD] Loading normal map page-64_normalmap.png for prmhov1.pie
info |05:42:56: [pie_AddTexPage] pie_AddTexPage: too many texture pages
info |05:42:56: [pie_AddTexPage] Assert in Warzone: tex.cpp:81 (i != 128), last script event: '<none>'
info |05:42:56: [pie_SetTexturePage] Index out of bounds: 128
info |05:42:56: [pie_SetTexturePage] Assert in Warzone: piestate.cpp:488 (num < iV_TEX_MAX), last script event: '<none>'
warning |05:42:56: [iV_ProcessIMD] Loading normal map page-64_normalmap.png for prhhov1.pie
I think there is a texture limit??? when i see this info |05:42:56: [pie_AddTexPage] pie_AddTexPage: too many texture pages
hope this is helpfull Berg
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Jorzi
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Re: Modifications to defensive building models needed
Thanks for the info 
So there is a hard limit on the number of texpages? That could be problematic (although I could, of course, merge them into 1024x1024 pages, reducing the count drastically)
By the way, how do you enable the console in windows?
So there is a hard limit on the number of texpages? That could be problematic (although I could, of course, merge them into 1024x1024 pages, reducing the count drastically)
By the way, how do you enable the console in windows?


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Berg
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Re: Modifications to defensive building models needed
I dont know that.
I am using Ubuntu Linux systemJorzi wrote:By the way, how do you enable the console in windows?
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NoQ
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Re: Modifications to defensive building models needed
cmd.exe?By the way, how do you enable the console in windows?
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Per
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Re: Modifications to defensive building models needed
Apparently there is a limit of max 128 texture pages. Not sure why. It is set by the constant iV_TEX_MAX in lib/ivis_opengl/tex.h
I tried changing it to 255, and nothing terrible happened. So unless I hear from another developer why increasing this is a bad idea, it is happening soon.
I tried changing it to 255, and nothing terrible happened. So unless I hear from another developer why increasing this is a bad idea, it is happening soon.
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macuser
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Re: Modifications to defensive building models needed
Wunderbar!
ArtRev Website

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6