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PitBrat
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Kimera also has a problem saving texture slot information. This will result in an invisible model in the game because no texture is loaded. Use a program like PCreator to assign the textures to the model.
Do you have a link?Kimera also has a problem saving texture slot information. This will result in an invisible model in the game because no texture is loaded. Use a program like PCreator to assign the textures to the model.
Is here a tool contest without my knowing?I fixed the proeblem with invisble polygons. As expected, the alpha value was wrong. It wasn't even initialized, in fact, which implies any value could have ended up being written (although it seems it was 0 pretty much always). I'll fix it to 255 so you will only need to save the model again.
But befor uploading the new version, I'd like to fix the texture IDs bug too.
Excelent, thanks for the suggestion Aali. By the way, how is the alpha interpreted by the engine when the Average blending mode is used? Is it Alpha/2 or something like that? Does it work the same for the other blending modes?I think a better default value for the alpha would be 128, that's what it's set to in all the stock models IIRC.
Wow, yes, it's certainly broken. I'll have to look into it. I'm also working on per vertex ambient occlusion which I think will look much better.That would be awesome! :-D
Now I remember what I actually want to ask: The global prelight function is very useful, but I need to set the colors of the light to give the battle models a more similar look to the original ones.
Oh, and the prelight doesn't work for battle models in the current (.97) release.
I'm open to suggestion Obesebear. What were you thinking about?Borde, great to see you back! I was hoping to sneak in a request on the interpolation side of things before a release, but I see I'm too late. If you'd be interested in just a little more tinkering, let me know.