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I've to finish a couple of things and fix a problem that occurs sometimes reading the PCX files, then i'll release it.
My point about .INC and .MTL is simply that I'm not sure the engine's supposed to work this way (using parent-directory relatives path -- but well, it does anyway I suppose).CoolI see you use two tabs (one for the MTL file and one for the INC file), do you think you could use a system similar to the one in NotePad++ (where sections of code can be grouped and hidden)? That way, you could merge both MTL and INC in the same viewport (include the content of the INCLUDED file where the include line is, toggle the content when clicking on the INCLUDE function). That would ease readability, it would provide an extensive support for all included files and could certainly prove useful when trying to export redundant scripts to a common INC file...
Seeing this kind of terrain textures i would have created the MTL/INC/PNG files inside the, for example, DataPermMods\Fam\Hydro_1 folder without spreading them all around.
It seems to me that every texture is unique, or almost unique, so there are almost no files shared by more than one texture.
The top section would be the MTL file editor, the bottom one the INC file editor. The first file has only one line so space is not an issue.
If you instead create a texture with multiple render passes probably you can use multiple textures
What? No. No no no no no no. The FAM folder is supposed to be for terrain textures (and now MTL/INC files) only. Lord only knows what sort of havoc you're causing with the texture manager and resource loader by dumping material textures in there.
Errrhm... yes and no. Yes most textures are unique, but materials are often shared. That's why they're called, y'know, "materials". If all you're using MTL files for is to set a texture's scale, then sure, fine, just drop the MTL in there. But for effects that use render passes to composite additional bitmaps on top of the base texture, incidence maps, masks, etc, get those out of the FAM folder.
terrain_scale 128render_material_only 1render_pass { texture fam\acc\BlackOps03 shaded }
render_material_only 1
Remember both file actually are the same exact thing, the same synthax and all. Also, an MTL file is meant to contain more than a single INCLUDE, I did it that way because I'm used to Quake III Arena and its shader system....
@GrittyModder: Just thought I'd mention that I have spotted those screens you were remaking scattered around the FM RttUNN.
01 terrain_scale 6402 ani_frames 103 render_material_only 104 render_pass05 {06 texture * 4 "picture_01"07 ani_rate 20008 shaded 009 }
01 terrain_scale 6402 ani_frames 103 render_material_only 1
04 render_pass05 {06 texture * 4 "picture_01"07 ani_rate 20008 shaded 009 }
"include <file2>"
01 terrain_scale 6402 ani_frames 103 render_material_only 104 include <file2>
01 include <file0>04 include <file2>
terrain_scale 64include DUMMY.INC
terrain_scale 128include DUMMY.INC
render_material_only 1render_pass{texture $TEXTUREshaded}illum_map 1.0 fam\lights\lightbulb
terrain_scale 64render_material_only 1render_pass{texture fam\text1shaded}illum_map 1.0 fam\lights\lightbulb
terrain_scale 128render_material_only 1render_pass{texture fam\text2shaded}illum_map 1.0 fam\lights\lightbulb
Also, an MTL file is meant to contain more than a single INCLUDE
This is a silly thing to say. A MTL file is only "meant" to include whatever the author needs it to include to achieve the desired effect.
I just tried this:Code: [Select]uv_mod VOFFSET_WAVE SAWTOOTH 0 0.0625 0 500uv_mod UOFFSET_WAVE SAWTOOTH 0 0.0625 0 1000rgb func WAVE SAWTOOTH 0.25 1 0 500Everything seems to be syncing up exactly on-the-nose on my end, even with a second render_pass doing the same thing but backwards. If you still have code left over of when things weren't behaving correctly, I could try them out on my end if you'd like.
uv_mod VOFFSET_WAVE SAWTOOTH 0 0.0625 0 500uv_mod UOFFSET_WAVE SAWTOOTH 0 0.0625 0 1000rgb func WAVE SAWTOOTH 0.25 1 0 500