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03-18-12, 02:06 PM | #991 | |
Black Magic
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Now I have to figure out why which will probably be a daunting task especially since trying to test and fix will be impossible as I don't have any computers using AMD/ATI viedo cards |
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03-18-12, 02:38 PM | #992 |
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Found a glitch:
/Submarine/Common/Rooms/Room_QR2.gr2 appears all white, textures are missing as if I set the 'installation' patch wrong. |
03-18-12, 02:39 PM | #993 |
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If I can help anyhow with testing, please tell me, I'll try to do my best.
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03-18-12, 02:58 PM | #994 |
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Issue with waypoints edges: two-way vs. one-way classification is odd. As I get it the path is announced 'two-way' when two different animations are used, one for going up the other for going down, all other paths are announced one-way and 'start-finish' are taken from the first entry the parser finds. In fact most of the stock waypoints are two way, for example:
Code:
... SQ_SQ_WP03_DOOR SQ_WP04 loop WALK ... SQ_WP04 SQ_SQ_WP03_DOOR loop WALK ... One-way is a path when one of the two paths (going up or down) is omitted, it bars the char from using this path for going respectively up or down forcing him to look for another route. A path with two different animations one for going the other for going down is the third case, but it is still a two-way path. |
03-18-12, 03:02 PM | #995 | |
Black Magic
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- if have fixed-function pipeline rendering then uncheck specular enabled and see if problem goes away (it's not really a problem but how fixed-function pipeline rendering renders specular) - check lights to ensure the ambient and specular colors are not full white (set slider to somewhere near bottom) - if have programmable (shaders) rendering then check lights to ensure the ambient and specular colors are not full white (set slider to somewhere near bottom) - disable lighting to see if 'problem' goes away if lighting is not enabled: |
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03-18-12, 03:05 PM | #996 | |
Black Magic
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03-18-12, 03:21 PM | #997 | |
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There is only one green path between TRF_1_DOOR and TRF_LOAD05, all others are white-blue, while all of them should be green as I see from the edges file. |
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03-18-12, 03:23 PM | #998 | |
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03-18-12, 03:31 PM | #999 | |
Black Magic
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03-18-12, 03:48 PM | #1000 |
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Just made one of my new chars walk from the very stern to the very bow and back again. Man! What a testimony to an unfinished game! The guy sometimes jumps a bit because compartments have different floor heights or because some waypoints are lower then others, then in half of the points he does 'gymnastics' because there is an animation referenced that is not there, then there is turning between some of the stock waypoints because next animation has wrong orientation [facepalm]. As if it was not enough there are also some waypoints referenced that do not exist in the stock files (animation for them does exist however!) and most patheticaly there is even a loop in the path!
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03-18-12, 03:49 PM | #1001 |
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But it is all not that bad and the method for 'no-turning' does work indeed.
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03-18-12, 04:13 PM | #1002 |
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Ok, I know how to do the 'teleport' between waypoints automatically without turns, no more manual teleporting between compartments, you have to write only the destination.
Sorry to hijack the thread. |
03-18-12, 04:24 PM | #1003 | |
The Old Man
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Quote:
__________________
***THE GENERAL*** |
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03-18-12, 04:25 PM | #1004 |
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Characters/CharacterBodyParts.gr2 gives many 'Images found' errors.
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03-18-12, 04:27 PM | #1005 |
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