67438089489b0

6743808949cc6
7 Guests are here.
 

Topic: Some questions about editor
Page: « 1 [2]
Read 4897 times  

674380894b72fStaticZ

674380894b7a8
I do not understand the question you do me the honour to ask.
The question was about files load order. When engine (game\editor) start level it load some files (textures, scripts, models, sounds and so on), so it can load *.osm files before them all or not. If it loads it first as *.osm is standart *.dll it's good way to load mod hook that can redirect some cals to another files for example.

674380894b97dNameless Voice

674380894b9d4
.osm files are scripts, so it can't load them before the scripts. :)

Otherwise, I don't know.  It shouldn't really matter.  I don't get why you'd want such a hook.  What would it let you do that you couldn't do normally?

674380894bc30StaticZ

674380894bc8a
I don't get why you'd want such a hook.  What would it let you do that you couldn't do normally?
For example combine *.STR files at runtime. When engine will create "OBJNAME.STR" file hook will map it into memmory - write to the end "OBJNAME.STR" from addon. So engine will work with 2 files like it will be one. So mod text will be separated from original data, so it can be installed on any localisation and version of game.

674380894bd3dNameless Voice

674380894bda3
A string combiner?  Interesting.  Though it's also something that a mod manager tool could do when installing mods.
674380894be99
What advantages would it have over just copying out the original string files, altering them as desired then putting them into a mod folder?

674380894c07bStaticZ

674380894c0d4
What advantages would it have over just copying out the original string files, altering them as desired then putting them into a mod folder?
Different users may have different version of original string files, and they willn't be glad to replace them to other. Also It will be able to install such mod with others

674380894c17cStaticZ

674380894c1c8
Are any commands for inc\dec UV textures coordinates and texture scale factor? It's really very hard without such hotkeys.

674380894c28bStaticZ

674380894c2d6
I found for myself nice command: "history_cmd -1" (which is originaly bind to ctrl+p). This allows to show previous command in cmd. Very helpfull, but unfortunately only works in one direction (i.e. "history_cmd +1" seems have no any effect)

But I still can't any commands for texture coordinates.  :(

674380894c365Nameless Voice

674380894c3ae
I don't think there are any.

674380894c43dStaticZ

674380894c486
This is a big omission. Without them even fit on a single texture takes a long time.

674380894c514Nameless Voice

674380894c55d
You should be typing in the values most of the time.  It's quite fast.

674380894c63bStaticZ

674380894c683
Not such fast, it's even take much time for seting focus on it. With brush coordinates it can be done by alt+a,s,d,... The other problem is that i never know exact coordinate values.


one more qustion - I read about water and flows, I see there is a way to set a water color, but this doesn't change texture color, so it stays transparent. Is a way to change it alpha? I see "Renderer->Texture Color" in flow(object) properties, but it don't take any effect and I can't find any info how it used.


674380894c765
You've found the water colour entry in mission parameters? I've used them to make water completely transparent, so I presume there'd be no problem going more opaque if you wanted to.

674380894c9f2StaticZ

674380894ca41
You've found the water colour entry in mission parameters? I've used them to make water completely transparent, so I presume there'd be no problem going more opaque if you wanted to.
Yes, but this parameter is color of water itself. For example if we make it not transparent (i.e. alpha = 1.0) it will make it only underwater. I.e. I set color smth like A=0,9 R=192, G=B=0 this what i get when I'm under whater:
Image: http://smages.com/images/pic201eoe.png

But if you get out of it and look on whater outside it will be look like this:
Image: http://s2.ipicture.ru/uploads/20130617/WTp53shz.png

As you see inside whater it's not transparent, but outside it's transparent.
7 Guests are here.
It's only right and natural that someone gets injured by the saw mysteriously inside the house for no reason.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
674380894d5e7