Portable autonumbering - with example!

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Re: Portable autonumbering - with example!

Unread postby PapaXpress » Fri Dec 02, 2011 2:25 pm

OK, next question. How do I make the object transparent? I did get this to happen, but this was a fluke and I have not been able to getting it to happen again.
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Re: Portable autonumbering - with example!

Unread postby Kali » Fri Dec 02, 2011 2:29 pm

Er, with Max you just set the transparent flag to TRANS in the material editor and then use black for the texture's alpha channel where you want the transparency, but I have no clue what to do in 3DC, sorry.
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Re: Portable autonumbering - with example!

Unread postby PapaXpress » Fri Dec 02, 2011 2:40 pm

Its probably the same way and I am just fumbling around. *!lol!*
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Re: Portable autonumbering - with example!

Unread postby Kali » Fri Dec 02, 2011 2:48 pm

It will be in one of the tutorials, I'm sure.

Today's scripting efforts are going towards making AI horns blow at whistleboards. Something else related to that, when are you meant to use the bell ( other than street running ).
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Re: Portable autonumbering - with example!

Unread postby Kali » Sat Dec 03, 2011 8:31 am

The AI can't pick up custom signal messages *!mad!* . That's the end of that.
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Re: Portable autonumbering - with example!

Unread postby PapaXpress » Sat Dec 03, 2011 12:31 pm

*!sad!*

On a good note, I was able to get winter textures to work. This swings the door wide open for winter gear!
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Re: Portable autonumbering - with example!

Unread postby Kali » Sat Dec 03, 2011 1:36 pm

This isn't well known, but you can add winter textures to anything providing you can recompile a geo ( actually you can probably hex-edit them even if you can't recompile ). Most textures in a geo's material section have [00] at the start, which are some flags to say what type of textures are available - if you change that to [08] and provide a texture with _wi tagged on the end of the filename ( so roof_wi.tgpcdx, not roof.tgpcdx_wi ) then it'll auto load that _wi texture in winter - if you change it and forget the texture you'll get the missing texture instead.

Mike Simpson was compiling a list of flags, but I think it's basically just every combination of available season.
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Re: Portable autonumbering - with example!

Unread postby PapaXpress » Sat Dec 03, 2011 4:53 pm

yes, but correct me if I am wrong. If you want bulk snow on your models you either have to add it in when you create the model, or make a child and "do it the hard way"

This is what Mike and I are trying to achieve with the GP38-2:
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I doubt I will be able to add snow to the bogies, but now I have ideas on how to do the rest.
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Re: Portable autonumbering - with example!

Unread postby Kali » Sat Dec 03, 2011 5:30 pm

I have no idea what the DP method is, but it does look like they added snow geometry... so yes you'll need child objects. Those child objects can use winter + other season textures to auto switch between invisible and snowy, though ( you could even do autumn ones with leaf buildup if you were inclined ).

There's a little howto about seasonal textures in the RW wiki - I think all you have to do is provide seasonal texture source files if you're building your own model - you can go open your model up and look at the texture code to edit someone else's model then.

Is it possible to edit the gp38 geo and recompile it? that'd sort snow on the bogies out.
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Re: Portable autonumbering - with example!

Unread postby PapaXpress » Sat Dec 03, 2011 5:39 pm

Kali wrote:I have no idea what the DP method is, but it does look like they added snow geometry... so yes you'll need child objects. Those child objects can use winter + other season textures to auto switch between invisible and snowy, though ( you could even do autumn ones with leaf buildup if you were inclined ).

This is what I was planing, I was hoping that you may have another suggestion.

Kali wrote:There's a little howto about seasonal textures in the RW wiki - I think all you have to do is provide seasonal texture source files if you're building your own model - you can go open your model up and look at the texture code to edit someone else's model then.

Yea, I got this figured out late last night (see a couple posts up.

Kali wrote:Is it possible to edit the gp38 geo and recompile it? that'd sort snow on the bogies out.

Nope. Its too big so serz does its choke and death dance on it. I am thinking about how I might be able to split the file into chunks and feed it into serz, but that is strictly a WAG. I am also looking at SerzTools.dll, but I haven't had time to look at the entry points and see if I can figure out how it works and if it does what I "think" it does.
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Re: Portable autonumbering - with example!

Unread postby Kali » Sat Dec 03, 2011 6:26 pm

That would be fantastically handy if you could do something with Ben's DLL, because I think he lost the source to it :p you can probably hex edit the geep though.
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Re: Portable autonumbering - with example!

Unread postby PapaXpress » Sat Dec 03, 2011 6:47 pm

Kali wrote:I think he lost the source to it..


I hate when this happens.
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Re: Portable autonumbering - with example!

Unread postby Kali » Sat Dec 03, 2011 9:14 pm

Ignoring the 5 min paintjob ( where is the bit around the number boxes above the screens ), seems to work:
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Re: Portable autonumbering - with example!

Unread postby PapaXpress » Sun Dec 04, 2011 1:01 am

So did you hack the GEO or did you add the _wi texture?
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Re: Portable autonumbering - with example!

Unread postby Kali » Sun Dec 04, 2011 4:57 am

Edited the geo in a hex editor, then added a _wi texture file ( or you get the missing texture in winter ).
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