Well, the main problem is that it's not loading the texture(s) :). It
displays the model just fine, but it's not giving me an error or
anything once I've converted the texture to pcx and renamed the texture
name inside the pie file (I'm assuming that it assumes that the two are
in the same dire
I mean the latter - using scaled down "noise textures" (as you put it)
to add detail to a surface (these aren't really noise, mind you, but
actual coherent detail textures that bring out the non-existent fineness
of the texture when viewed up close). Implementing multitexturing is
simple in Ope
On 12/9/06, Ranger Joe <[EMAIL PROTECTED]> wrote:
Question for whoever is working on graphics code: have you considered
implementing detail texturing (I could create the detail textures) for
the terrain?
I am not sure what you mean by 'detail texturing'.
Do you mean mipmapping? If so, yes, we
2006/12/9, Ranger Joe <[EMAIL PROTECTED]>:
Furthermore, is there a "model viewer" of some sort for the objects in
WZ that could be used to test the textures directly without having to
run the game? If there is, a link or equivalent would be nice.
Cranphin made such an app once. I'll see if I c
Okay then - I'll start fiddling with the files. Whenever you guys manage
to convert the source code to handle dynamic textures sizes, I'll get to
fine-tune them if necessary.
PS - I'm omitting the terrain tiles for starters - mostly because of the
complexity - as I'm afraid these require more
Am Freitag, 8. Dezember 2006 19:57 schrieb Dennis Schridde:
> Am Freitag, 8. Dezember 2006 11:06 schrieb Per Inge Mathisen:
> > On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> > > > I thought Grim was able to "snuck in" higher resolution textures...
> > > > I just tired to resize tertiles1
On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
Am Freitag, 8. Dezember 2006 05:21 schrieb kim metcalfe:
> > kim: I'm guessing it's me, but I can't find the downloads section
> >
> > RJ
>
> you need to register - you will then receive a confirmation link -
> then you can log in - that
Am Freitag, 8. Dezember 2006 11:06 schrieb Per Inge Mathisen:
> On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> > > I thought Grim was able to "snuck in" higher resolution textures...
> > > I just tired to resize tertiles1hw a little bit. Now it looks like a
> > > patchwork carpet in game.
[EMAIL PROTECTED] schreef:
> On Thu, 07 Dec 2006 17:36:39 -0500 Dennis Schridde
> <[EMAIL PROTECTED]> wrote:
>
>> As far as I know (I am not perfect, nor do I know everything about
>> WZ):
>>
>> - You don't need any map editor... You can simply extract the
>> warzone.wz to a
>> data/ folder
On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> I thought Grim was able to "snuck in" higher resolution textures...
> I just tired to resize tertiles1hw a little bit. Now it looks like a
> patchwork carpet in game. :(
...
My very first guess is that WZ uses a hardcoded amount of memory
Am Freitag, 8. Dezember 2006 04:17 schrieb [EMAIL PROTECTED]:
> On Thu, 07 Dec 2006 17:36:39 -0500 Dennis Schridde
>
> <[EMAIL PROTECTED]> wrote:
> >As far as I know (I am not perfect, nor do I know everything about
> >WZ):
> >
> >- You don't need any map editor... You can simply extract the
> >war
Am Freitag, 8. Dezember 2006 05:21 schrieb kim metcalfe:
> > kim: I'm guessing it's me, but I can't find the downloads section
> >
> > RJ
>
> you need to register - you will then receive a confirmation link -
> then you can log in - that is the only way to see the downloads
> section.
Well, I c
kim: I'm guessing it's me, but I can't find the downloads section
RJ
you need to register - you will then receive a confirmation link -
then you can log in - that is the only way to see the downloads
section.
it is this way due to the original site getting so much spam and attacks.
if yo
On Thu, 07 Dec 2006 17:36:39 -0500 Dennis Schridde
<[EMAIL PROTECTED]> wrote:
>As far as I know (I am not perfect, nor do I know everything about
>WZ):
>
>- You don't need any map editor... You can simply extract the
>warzone.wz to a
>data/ folder in the same directory and Warzone will load it'
Ranger Joe schreef:
> Dennis Schridde wrote:
>> Am Donnerstag, 7. Dezember 2006 23:36 schrieb Dennis Schridde:
>>> As far as I know (I am not perfect, nor do I know everything about WZ):
>>>
>>> - UV coords are handled in the engine as being in the interval (
>>> 0.0, 1.0
>>> ), because that's ho
Ok - thanks for the link. As for vector graphics - I think the intended
subtext was that the textures could be resized as needed and rasterized
at any conceivable resolution. Regardless, I think I won't try to
recreate the textures, but rather upscale and rework the existing ones
at far greater
Am Donnerstag, 7. Dezember 2006 23:36 schrieb Dennis Schridde:
> As far as I know (I am not perfect, nor do I know everything about WZ):
>
> - UV coords are handled in the engine as being in the interval ( 0.0, 1.0
> ), because that's how OpenGL does it. If the PIE files gave explicit (non
> relati
As far as I know (I am not perfect, nor do I know everything about WZ):
- UV coords are handled in the engine as being in the interval ( 0.0, 1.0 ),
because that's how OpenGL does it. If the PIE files gave explicit (non
relative) coords, then those are very probably diveded by the texturesize
g
ly-To: Development list
To: warzone-dev@gna.org
Subject: [Warzone-dev] Upconverting WZ textures
Date: Thu, 07 Dec 2006 07:58:17 +0200
Hi,
I can't seem to be able to register on realtimestrategies.net - I
still haven't got the confirmation email over a period of several
days. So I
On Thu, 07 Dec 2006 00:58:17 -0500 Ranger Joe <[EMAIL PROTECTED]>
wrote:
>Hi,
>
>I can't seem to be able to register on realtimestrategies.net - I
>still
>haven't got the confirmation email over a period of several days.
>So I'm
>posting here.
The "new" forum home is at http://wz2100.net/
>I
Christian Ohm schreef:
> On Thursday, 7 December 2006 at 10:08, Giel van Schijndel wrote:
>
>>> there,it'll override the ones in .wz files that comes with
>>> 2.0.5rc1.Also you need to change the pie file's texture info
>>> accordingly to use 512x512 textures I think.
>>>
>> Are you sure
On Thursday, 7 December 2006 at 10:08, Giel van Schijndel wrote:
> zz zz schreef:
> >> From: Ranger Joe <[EMAIL PROTECTED]>
> >> I can't seem to be able to register on realtimestrategies.net - I
> >> still haven't got the confirmation email over a period of several
> >> days. So I'm posting here.
zz zz schreef:
>> From: Ranger Joe <[EMAIL PROTECTED]>
>> Reply-To: Development list
>> To: warzone-dev@gna.org
>> Subject: [Warzone-dev] Upconverting WZ textures
>> Date: Thu, 07 Dec 2006 07:58:17 +0200
>>
>> Hi,
>>
>> I can't s
From: Ranger Joe <[EMAIL PROTECTED]>
Reply-To: Development list
To: warzone-dev@gna.org
Subject: [Warzone-dev] Upconverting WZ textures
Date: Thu, 07 Dec 2006 07:58:17 +0200
Hi,
I can't seem to be able to register on realtimestrategies.net - I still
haven't got the confirm
Hi,
I can't seem to be able to register on realtimestrategies.net - I still
haven't got the confirmation email over a period of several days. So I'm
posting here.
In any case, I'd be interested in upconverting any existing
low-resolution textures WZ:Resurrection will be using (from the origi
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