
Awesome job Troy!!!
Lol...DrXThirst wrote:I can't view any SINGLE PLAYER BSP with build 10,000.
http://gagefaulkner.com/images2/errorre ... d10000.PNG
I get that error every single time... and it's with all of your builds, not only 10000. I tried using 5200 and got the same error... however, I also tried it with other versions of Entity (Entity alpha, 1.6, etc.) and it worked.
...banks loan money...DrXThirst wrote:Awesome. I wish I could donate to you for your work, but I have no job and no money.
I'm looking into this now.DrXThirst wrote:I can't view any SINGLE PLAYER BSP with build 10,000.
I get that error every single time... and it's with all of your builds, not only 10000. I tried using 5200 and got the same error... however, I also tried it with other versions of Entity (Entity alpha, 1.6, etc.) and it worked.
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh babyDemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
Yeah, when I used my TV as a second monitor, I had this menu dropdown just show up on int I am like WTF!?troymac1ure wrote:EDIT: nvm. Just found out that the popup menu is showing on my "second" monitor...which is actually a wall mounted screen in my bedroom for shows & movies xD
Yeah I have to agree with Zach, the conversion that Entity UE v1.6 has makes working with bump maps much easier. If you could implement that it would help us modelers, and skinners.NotZachary82 wrote:I was actually referring to the normal map conversion that 1.6 has. I was unaware that you have P8 fully supported though. I just find it easier to work with normal maps than the black and white bump maps.
Eh it's a minor suggestion.
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh babyDemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
Alpha channel. Photoshop has it unselected by default. Just click on the Channels tab right beside the Layers tab in the bottom right corner and edit that channel.xxpenguinxx wrote:What I am wondering is how do you make a black and white bumpmap like entity displays.
It's only extracting the main and first two mipmaps (usually) as that's all that H2 would use (LOD1, LOD2, LOD3 and usually LOD4... would be -1).NotZachary82 wrote:Well, I've been experimenting with bitmap injection in this version, and I've run into several issues.
If I extract a bitmap with 2.1.7, the bitmap is missing all but the first two mipmaps, and the filesize is considerably larger than it should be.
However, if I extract the same bitmap with, say, 1.4, the mipmaps appear fine (and the size relates to the LOD size, as it should).
I'll look into this and your 1.6 normal maps subject from above.NotZachary82 wrote:And another thing, I reinjected the bump map (corresponding to the bitmap above) and it froze the game. Your P8 format conversion seems buggy as well.
Yeah, but it only lists <usually> the first three as LODs, the others are there, but the LODs are listed as offset -1, size 0.JacksonCougar wrote:mipmaps =/= LODs, Halo 2 uses all mipmap levels.
Code: Select all
LOD1 -> 64x64 \
-> 32x32 |
-> 16x16 } LOD1 Size
-> 8x8 |
-> 4x4 |
-> 2x2 /
LOD2 -> 32x32 \
-> 16x16 |
-> 8x8 } LOD2 Size
-> 4x4 |
-> 2x2 /
LOD3 -> 16x16 \
-> 8x8 |
-> 4x4 } LOD3 Size
-> 2x2 /
(1) I'm sure it's possible, but I haven't looked at the BSP viewer for a while now.bumlove wrote: (1) Requests shaderless BSP viewing because my gfx card is shit
(2) also a mass Ident nuller would be nice
(3) one more thing could it be possible to stop the ident box swapper moving i always bloody hated that