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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2006 07:47:00
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Tidu!
Dominating
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Joined: 12/20/2004 14:32:15
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I'm not sure if it's the image size.... here, I'll show you what it looks like:
Decent-looking summon charm (opaque):
Crappy-looking triple damage (transparent):
It looks nothing like it does on a BSP surface in the screenshot that I posted earlier... I think I'll try making the images DXT5. I looked at a bunch of the HUD elements and they're all DXT5.
nevermind! DXT5 looks the same... hmmm. I looked it up and it might have to do with how the tile is drawn, which has to do with coding.. I looked into it and found that the tile is drawn at YL*2, YL*2 which is the image width (YL) times 2, which might be why it might look stretched.
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this is tidu
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2006 18:24:55
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Anonymous
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Yes it would O.o it would quadruple the filesize O.o
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2006 20:17:19
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Tidu!
Dominating
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Anonymous wrote:
Yes it would O.o it would quadruple the filesize O.o
...what was that in response to...
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this is tidu
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2006 20:29:32
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Okinesu
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Joined: 12/19/2004 20:45:34
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I assume people have the HDD space ops:
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Disastrous Consequences |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/06/2006 14:18:50
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Tidu!
Dominating
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Unlike the textures, the static mesh packages work fine... *cough*dru*cough*
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this is tidu
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/06/2006 20:18:33
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KohanX
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Okinesu wrote:
Meh, you could make em 128x128 if they look bad... won't jack up the filesize too bad
That was what I was replying to.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/06/2006 20:45:09
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Okinesu
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I kind of think it might be nice to use sprites instead of smeshes... that way it would be much smaller and you could see it from any direction :3
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Disastrous Consequences |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/06/2006 21:24:08
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KohanX
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Just to make sure I'm not stupid, smeshes is an alias for Static Meshes, right?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/06/2006 23:10:13
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Okinesu
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KohanX wrote:
Just to make sure I'm not stupid, smeshes is an alias for Static Meshes, right?
Yup :3
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Disastrous Consequences |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/07/2006 07:52:33
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KohanX
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HaHA! See? I'm not stupid. I am smarter than the average pinhead.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/20/2006 16:28:16
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Tidu!
Dominating
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Update (5 months later)
I was messing around with some stuff today, and managed to make an summoning charm icon texture that is animated and spins. I also found that the invulnerablility globe used by utRPG uses a 960 poly globe, which is also ridiculous. Once I get a few things set up hopefully I can package it together and Dru might take a look at it. He'll just have to replace the old mesh and texture packages and maybe change a line in the globe artifact code to make the staticmesh line point to a different mesh. If you're interested, Dru, pm me or something and I'll put some stuff together.
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this is tidu
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/20/2006 16:52:29
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KohanX
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I'd be happy to make a 32-poly globe mesh. If I can figure out how...
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/21/2006 13:52:17
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Tidu!
Dominating
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I made a 180 poly one, 32 would look terrible. This 180 one looks pretty much the same, just not 960 polys. The one mysterial used is a premade mesh in the "Editor" mesh package, I guess he didn't want to make his own.
Would anyone know off the top of their head if you can draw a materialsequence texture on the Hud? That's what the spinning monster coin is.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/21/2006 14:17:24
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Continuum
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By material sequence you just mean a regular texture with the animations set to show what texture is next (frames) and how long it takes?
somehow I missed a bunch of this thread...
anyways on the alpha channels looking bad, I believe it has to do with the small size of the image, once something is so small it ends up with jagged edges alot of times. Even if the textures were 128x128 and their size was quadruplededdded they would still not be very big but youd have 4x the space for the edges which would make it a lot smoother.
If you want pm me and I'll do up a couple of these if you want.
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Current WIP:
Skins:
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/21/2006 15:00:13
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Tidu!
Dominating
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Yeah the thread is a bit old, from march.
I forgot about the bad quality. I've been making new icons; I gotta test them to see if they're as good as they look in the editor. I currently have new icons for the tele, summoncharm, lightning, and globe. I want to make a spinning triple damage icon, but I can't find the mesh for it. I even went into the code and found that the mesh is in "E_Pickups>General" and there is not a TripleDamage mesh in there. strange.
Edit: I had to change a bit of the code (making some of the icon codes get a Shader'texturename' instead of Texture'texturename' and now I need to get it working in game. I just changed the text of the files in notepad. I'm not a coder, but I think there's a dos command to compile, right? How would I got about doing this?
I tried "ucc make" but the changes didn't take effect in-game.
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this is tidu
Thanks to KohanX for the avatar  |
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