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Re: New Models for 3.0, that make use of the mask feature wa
Posted: 26 Mar 2010, 20:33
by macuser
I don't remember anything about 'dirt'...
Could you hint me with some details?
Dirt on the team colors... example left building has dirt right one does not.
-regards macuser

Re: New Models for 3.0, that make use of the mask feature wa
Posted: 26 Mar 2010, 23:49
by i-NoD
This is not a 'dirt', but rather a result of texture size set in-game to 256 (i guess) while original texture size to 1024px.
I've noticed that fact in the third post to warn would-be modelers, just before those pics...
Here is the correct sample plus semi-transparent baseplate sample by elio... it was used with power-plant originally...
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 28 Mar 2010, 02:54
by Crymson
i-NoD wrote:
This is not a 'dirt', but rather a result of texture size set in-game to 256 (i guess) while original texture size to 1024px.
I've noticed that fact in the third post to warn would-be modelers, just before those pics...
Here is the correct sample plus semi-transparent baseplate sample by elio... it was used with power-plant originally...
wz2100_Sk-Rush_shot_004_8bit.png
I like the semi-transparent baseplate much better!
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 28 Mar 2010, 03:54
by Olrox
Flank4 wrote:
I like the semi-transparent baseplate much better!
Hmm, I think that making the walls *directly* into the ground is a bit strange, from the construction side. Usually concrete structures have a small base, for the weight to be distributed a bit more along the ground. Adding a little baseplate with transparency (like elio did), but accompanying the shape of the building, would provide an even better result IMO.
~Olrox
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 29 Mar 2010, 15:15
by macuser
Olrox wrote:
Hmm, I think that making the walls *directly* into the ground is a bit strange,
Do you mean hardcrete walls or building walls?
-regards macuser
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 29 Mar 2010, 15:52
by Olrox
macuser wrote:Olrox wrote:
Hmm, I think that making the walls *directly* into the ground is a bit strange,
Do you mean hardcrete walls or building walls?
-regards macuser
Building walls, there aren't any hardcrete walls there
~Olrox
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 29 Mar 2010, 19:56
by Berg
With team colours being set in pallette.txt you are restricted to one colour for each team? ....
It being a mask can you have multi colours for each team? shades of green for example?

- extract from propulsion.png
- colours.png (48.31 KiB) Viewed 8032 times
Looking at the old team colours you can see it uses more than one shade of green for example.
Regards Berg
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 29 Mar 2010, 20:16
by Per
The team colour in the palette file merges with the colour from the mask texture to produce the final colour, so you can have as many shades of that colour as you want.
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 30 Mar 2010, 03:55
by Zarel
Berg wrote:Looking at the old team colours you can see it uses more than one shade of green for example.
I'd argue that Cyan (
Sample) is closer to blue than Green (
Sample)
Edit: Oh, you're talking about the dark and light areas. Yeah, I believe you can adjust that by adjusting the alpha on the TC mask.
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 06 Apr 2010, 09:15
by Berg
I made a pie for tcmask I place the page-12_tcmask.png in texpages folder and added to:-
vidmem.wrf
vidmem2.wrf
vidmem3.wrf
limit_tex.wrf
I looked at the mod and saw that it had vidmemc.wrf which is not in trunk folder by default.
Working from data folder it does not seem to work at all it will not read that the page-12_tcmask.png is there
Am i doing something wrong?
I added my modified files to the mod and edited the wrf files in it to show my textures it worked
I tried to put the tcmask.wz mod wrf files in the data folders and tested it it failed.
what is this vidmemc.wrf a copy of one of the other wrf files?
Please give detail info on what files need to be edited and where, if they are not there how do I make them?
regards Berg
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 06 Apr 2010, 09:24
by MaNGusT
more details pls. log of errors will be great.

Re: New Models for 3.0, that make use of the mask feature wa
Posted: 06 Apr 2010, 10:21
by Berg
crash log
Code: Select all
--- Starting log ---
main |06:18:33: [main] initializing
warning |06:18:34: [screenInitialise] OpenGL 2.0 is not supported by your system! Can't use shaders!...
main |06:18:34: [frontendInitialise] Initialising frontend : wrf/frontend.wrf
main |06:18:34: [frontendInitialise] frontEndInitialise: loading resource file .....
main |06:18:34: [main] Entering main loop
main |06:18:42: [runTitleLoop] TITLECODE_STARTGAME
error |06:18:51: [iV_GetTexture] *** texture page-12_tcmask not loaded! ***
error |06:18:51: [iV_GetTexture] This error probably means you did not specify this texture to be preloaded in the appropriate wrf files before referencing it in some pie file
error |06:18:51: [iV_GetTexture] Remember that patches override several standard wrf files as well
error |06:18:51: [pie_PrintLoadedTextures] Available texture pages in memory (37 out of 128 max):
error |06:18:51: [pie_PrintLoadedTextures] 00 : intfac0.png
error |06:18:51: [pie_PrintLoadedTextures] 01 : intfac1.png
error |06:18:51: [pie_PrintLoadedTextures] 02 : intfac2.png
error |06:18:51: [pie_PrintLoadedTextures] 03 : intfac3.png
error |06:18:51: [pie_PrintLoadedTextures] 04 : intfac4.png
error |06:18:51: [pie_PrintLoadedTextures] 05 : intfac5.png
error |06:18:51: [pie_PrintLoadedTextures] 06 : page-59
error |06:18:51: [pie_PrintLoadedTextures] 07 : texpages/tertilesc1hw
error |06:18:51: [pie_PrintLoadedTextures] 08 : page-6
error |06:18:51: [pie_PrintLoadedTextures] 09 : page-7
error |06:18:51: [pie_PrintLoadedTextures] 10 : page-8
error |06:18:51: [pie_PrintLoadedTextures] 11 : page-9
error |06:18:51: [pie_PrintLoadedTextures] 12 : page-10
error |06:18:51: [pie_PrintLoadedTextures] 13 : page-11
error |06:18:51: [pie_PrintLoadedTextures] 14 : page-12
error |06:18:51: [pie_PrintLoadedTextures] 15 : page-13
error |06:18:51: [pie_PrintLoadedTextures] 16 : page-14
error |06:18:51: [pie_PrintLoadedTextures] 17 : page-15
error |06:18:51: [pie_PrintLoadedTextures] 18 : page-16
error |06:18:51: [pie_PrintLoadedTextures] 19 : page-17
error |06:18:51: [pie_PrintLoadedTextures] 20 : page-18
error |06:18:51: [pie_PrintLoadedTextures] 21 : page-19
error |06:18:51: [pie_PrintLoadedTextures] 22 : page-20
error |06:18:51: [pie_PrintLoadedTextures] 23 : page-21
error |06:18:51: [pie_PrintLoadedTextures] 24 : page-22
error |06:18:51: [pie_PrintLoadedTextures] 25 : page-23
error |06:18:51: [pie_PrintLoadedTextures] 26 : page-24
error |06:18:51: [pie_PrintLoadedTextures] 27 : page-25
error |06:18:51: [pie_PrintLoadedTextures] 28 : page-28
error |06:18:51: [pie_PrintLoadedTextures] 29 : page-44
error |06:18:51: [pie_PrintLoadedTextures] 30 : page-45
error |06:18:51: [pie_PrintLoadedTextures] 31 : page-46
error |06:18:51: [pie_PrintLoadedTextures] 32 : page-47
error |06:18:51: [pie_PrintLoadedTextures] 33 : page-42
error |06:18:51: [pie_PrintLoadedTextures] 34 : page-80
error |06:18:51: [pie_PrintLoadedTextures] 35 : page-81
error |06:18:51: [iV_ProcessIMD] iV_ProcessIMD blhq.pie could not load tcmask page-12_tcmask
error |06:18:51: [iV_ProcessIMD] Assert in Warzone: imdload.c:782 (0), last script event: '<none>'
pie file
Code: Select all
PIE 2
TYPE 10200
TEXTURE 0 page-12-player-buildings.png 256 256
LEVELS 1
LEVEL 1
POINTS 82
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-65 0 111
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-88 338 111
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POLYGONS 105
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200 3 44 42 41 254 146 254 162 218 162
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CONNECTORS 1
-109 111 340
thats about it the modified textures and pie work if i use tcmask.wz and place them in proper folder and add the mask to the wrf files in the mod.
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 06 Apr 2010, 16:04
by MaNGusT
Berg wrote:thats about it the modified textures and pie work if i use tcmask.wz and place them in proper folder and add the mask to the wrf files in the mod.
check all again. you forgot to include tcmask file in wrfs or forgot to put the tcmak in texpages folder. can't say more. I must see the mod to find mistake.
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 06 Apr 2010, 23:52
by Berg
Thank you for repsonding
Regard Berg
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 07 Apr 2010, 00:04
by Crymson
Berg wrote:Thank you for repsonding
Regard Berg
Did you fix it?
What was the problem?