Testing 1 2 1 2

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Testing 1 2 1 2

Postby milkydeathgrind » Fri Apr 03, 2009 6:13 am

BOOYAH!!! first post!!
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Re: Testing 1 2 1 2

Postby JWB » Fri Apr 03, 2009 6:21 am

OMG! H4X!
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Re: Testing 1 2 1 2

Postby Baal » Fri Apr 03, 2009 10:26 pm

Yep.
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Re: Testing 1 2 1 2

Postby Damien » Mon Apr 06, 2009 2:11 pm

Hello.
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Re: Testing 1 2 1 2

Postby sxy » Mon Apr 06, 2009 3:14 pm

Hey DD!
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Re: Testing 1 2 1 2

Postby atrakeur » Mon Apr 06, 2009 3:19 pm

Hi
Image
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Re: Testing 1 2 1 2

Postby Damien » Mon Apr 06, 2009 7:36 pm

Just an editor shot:

*Image removed*

The "shader missing" texture is supposed to be Caulk but turns out this way since it's being lit and there are no texture maps applied, just an editor image. The block on the door and inside one of the rooms is supposed to be player's size. Also, if you could see it, it would be TC:Eish white and not Q3ish transparent purple.

Also, before I forget, we should discuss the texture scale (square pixels per square unit[s]) aswell.
Last edited by Damien on Tue Apr 07, 2009 3:06 pm, edited 1 time in total.
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Re: Testing 1 2 1 2

Postby sxy » Mon Apr 06, 2009 7:43 pm

the texture scale is very flexible atm.
0.125 default (for 1024x1024 textures on 128x128 game units geometry)
0.0625 for HD textures (usually 1024x1024 texture on 64x64g.u. geometry)
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Re: Testing 1 2 1 2

Postby Damien » Mon Apr 06, 2009 7:45 pm

I'm guessing it stays 0.25 for 512x512 then?
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Re: Testing 1 2 1 2

Postby sxy » Mon Apr 06, 2009 7:46 pm

It depends on the desired effect. You can scale it lower if you want. :)
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