View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001804 | FSSCP | graphics | public | 2008-10-23 17:55 | 2008-12-02 03:49 |
| Reporter | Skullar | Assigned To | |||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Product Version | 3.6.9 | ||||
| Summary | 0001804: texture replacement works, but not its glowmaps | ||||
| Description | If you use texture replacement on a model ( especially when you use nameplates for the OEMGA-Destroyers from "THE BABYLON PROJECT", the engine does not use the glowmaps provided along. | ||||
| Additional Information | glowmaps use a suffix in the texture file. When you use texture replacement, the engine neither uses the original glowmap, nor the one provided along with the replaced texture. However, WITHOUT texture replacement, the original glowmap is used properly. | ||||
| Tags | No tags attached. | ||||
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Have you tried a 3.6.10 build? This should have fixed months ago. |
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I have tried. Check topic again, I uploaded screenie.... http://www.hard-light.net/forums/index.php/topic,57390.msg1157212.html#msg1157212 |
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2008-10-24 15:02
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Attached screenshot from thread. |
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This might be fixed. The latest Knightly builds should work (for the most part) with TBP again. Give the latest one a try and see if it still does it. |
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Update..... Alright, suddenly it worked, and I didn't know why. I investigated, found out, and have the results here for you. Glowmaps work when the .fs2 file features the replacement info for the texture map AND the glowmap. like +old eaomega01a +new eaomega01a_Alexander +old eaomega01a-glow +new eaomega01a_Alexander-glow The new fred2open provided along latest nightly builds has glowmap selection included in the texture replacement list. Unfortunately, these entries in the .fs2 file are not available in mission files created with outdated builds of FRED2_open. That's why it never worked for me. I didn't find it out until now, because I always had the assumption the engine itself would look for the related glowmap and would't need an additional encouragement from the mission file. So, just trying a new fs2-open built didn't work, and the way this feature is implemented is a little unfortunate, coz it makes previous work obsolete. For the future ( but that's nothing for now, I can improvise for the time being ), someone can make a build that doesn't require changes to 3.4b missions to have glowmaps ingame. Thanks people for your help, your reward will be the EACW campaign ;) |
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I think this can be closed since Skullar posted this awhile back: http://img136.imageshack.us/my.php?image=hermesod9.jpg |
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I'll take your word for it Fubar :) |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2008-10-23 17:55 | Skullar | New Issue | |
| 2008-10-23 18:51 | taylor | Note Added: 0010107 | |
| 2008-10-24 12:35 | Skullar | Note Added: 0010111 | |
| 2008-10-24 15:02 | chief1983 | File Added: glowmap-bug.jpg | |
| 2008-10-24 15:03 | chief1983 | Note Added: 0010112 | |
| 2008-10-24 15:03 | chief1983 | Note Edited: 0010112 | |
| 2008-10-24 18:58 | FUBAR-BDHR | Note Added: 0010115 | |
| 2008-10-24 18:58 | FUBAR-BDHR | Note Edited: 0010115 | |
| 2008-10-28 09:54 | Skullar | Note Added: 0010131 | |
| 2008-11-27 22:52 | FUBAR-BDHR | Note Added: 0010292 | |
| 2008-12-02 03:49 | chief1983 | Note Added: 0010316 | |
| 2008-12-02 03:49 | chief1983 | Status | new => resolved |
| 2008-12-02 03:49 | chief1983 | Resolution | open => fixed |