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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
JWSky package
Moderator: ahaigh01
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Kerilkkorn
- OldUnreal Member
- Posts: 289
- Joined: Mon Mar 11, 2002 4:50 pm
Re: JWSky package
A note on the package :
Maybe the nebula is the opportunity to test alpha channel textures, as we are supposed to see the stars in front of it. DXT3 or DXT5 should be good. (They used an ugly trick in unreal merging the background with the nebula to create the texture.) Using alpha channel textures maybe we could avoid it.
Anyway works perfectly for the floating islands.
Maybe the nebula is the opportunity to test alpha channel textures, as we are supposed to see the stars in front of it. DXT3 or DXT5 should be good. (They used an ugly trick in unreal merging the background with the nebula to create the texture.) Using alpha channel textures maybe we could avoid it.
Anyway works perfectly for the floating islands.
War doesn't determine who is right, war determines who is left...
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Hyper
- OldUnreal Member
- Posts: 3580
- Joined: Fri Oct 11, 2002 5:41 pm
Re: JWSky package
Eek!
[img]http://www.xs4all.nl/~duivenv/forum/eek.jpg[/img]
How to fix this? The transparency is not working.
nVidia GeForce FX 5900 / OpenGL
Update: Do you notice the ugly square edges of the sky islands? It's related to the TexDXT1ToDXT3=True setting in OGL.
[img]http://www.xs4all.nl/~duivenv/forum/eek.jpg[/img]
How to fix this? The transparency is not working.
nVidia GeForce FX 5900 / OpenGL
Update: Do you notice the ugly square edges of the sky islands? It's related to the TexDXT1ToDXT3=True setting in OGL.
Last edited by Hyper on Sun Aug 28, 2005 11:37 pm, edited 1 time in total.
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DieHard SCWS
- Global Moderator
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Re: JWSky package
Basically all textures need to be redone, specifically also the Nebula.
But i never had a look at the nebula to see if the nebula is masked or not.
If its not Masked, and i would make it Masked, than its likely it will punch a hole to the world in some maps, if not all.
But yeah i understand what you mean, and indeed i could test it, because i am also preparing some new flame and waterfountain textures, they indeed do need to have the kinda masking you are referring too.
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But i never had a look at the nebula to see if the nebula is masked or not.
If its not Masked, and i would make it Masked, than its likely it will punch a hole to the world in some maps, if not all.
But yeah i understand what you mean, and indeed i could test it, because i am also preparing some new flame and waterfountain textures, they indeed do need to have the kinda masking you are referring too.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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DieHard SCWS
- Global Moderator
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Re: JWSky package
Outch Hyper, i dunno what happened there.
That means there are exceptions on how it works :-/
Any ideas Kerilk ?
But i could asume, that it maybe is a setting in your OpenGL and not so much the textures.
Could you have a look into your settings and try if you can find a setting that is doing this Hyper.
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That means there are exceptions on how it works :-/
Any ideas Kerilk ?
But i could asume, that it maybe is a setting in your OpenGL and not so much the textures.
Could you have a look into your settings and try if you can find a setting that is doing this Hyper.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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Hyper
- OldUnreal Member
- Posts: 3580
- Joined: Fri Oct 11, 2002 5:41 pm
Re: JWSky package
Outch Hyper, i dunno what happened there.
That means there are exceptions on how it works :-/
Any ideas Kerilk ?
But i could asume, that it maybe is a setting in your OpenGL and not so much the textures.
Could you have a look into your settings and try if you can find a setting that is doing this Hyper.
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My settings:
Code: Select all
[OpenGLDrv.OpenGLRenderDevice]
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
AAFilterHint=0
NumAASamples=2
UseAA=True
RequestHighResolutionZ=True
MaskedTextureHack=True
FrameRateLimit=0
SwapInterval=1
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=False
TexDXT1ToDXT3=True
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
RefreshRate=100
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=4
UseTNT=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=True
AutoGenerateMipmaps=False
UseTrilinear=True
AlwaysMipmap=False
ShareLists=False
UsePalette=True
UseMultiTexture=False
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.400000
LODBias=0.000000
DetailTextures=True
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
ZRangeHack=False
SinglePassFog=True
DetailMax=2
NoMaskedS3TC=False
UsePrecache=False
Last edited by Hyper on Sun Aug 28, 2005 11:54 pm, edited 1 time in total.
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Kerilkkorn
- OldUnreal Member
- Posts: 289
- Joined: Mon Mar 11, 2002 4:50 pm
Re: JWSky package
No ideas, work perfectly well home, nvidia driver version 61.77(GF4 TI4200)
settings :
[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
AAFilterHint=0
NumAASamples=0
UseAA=False
RequestHighResolutionZ=True
MaskedTextureHack=False
FrameRateLimit=150
SwapInterval=-1
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=False
TexDXT1ToDXT3=True
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE=True
BufferClippedActorTris=True
SinglePassDetail=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=0
UseTNT=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=False
AutoGenerateMipmaps=False
UseTrilinear=True
UsePrecache=False
AlwaysMipmap=False
ShareLists=False
UsePalette=False
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
ZRangeHack=False
BufferTileQuads=False
SinglePassFog=False
DetailMax=2
NoMaskedS3TC=False
settings :
[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
AAFilterHint=0
NumAASamples=0
UseAA=False
RequestHighResolutionZ=True
MaskedTextureHack=False
FrameRateLimit=150
SwapInterval=-1
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=False
TexDXT1ToDXT3=True
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE=True
BufferClippedActorTris=True
SinglePassDetail=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=0
UseTNT=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=False
AutoGenerateMipmaps=False
UseTrilinear=True
UsePrecache=False
AlwaysMipmap=False
ShareLists=False
UsePalette=False
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
ZRangeHack=False
BufferTileQuads=False
SinglePassFog=False
DetailMax=2
NoMaskedS3TC=False
War doesn't determine who is right, war determines who is left...
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DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: JWSky package
Lol, i ment try some options, because i have no clue which one it could be, and i cannot test it myself.
But at first glance, i have my MaskedTextureHack set to False.
But i asume this is maybe also a question for the MMP forum.
As said i aint to good settings like that :-/
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But at first glance, i have my MaskedTextureHack set to False.
But i asume this is maybe also a question for the MMP forum.
As said i aint to good settings like that :-/
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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Hyper
- OldUnreal Member
- Posts: 3580
- Joined: Fri Oct 11, 2002 5:41 pm
Re: JWSky package
I tried your settings (removed mine, inserted yours) and it does not solve my problem.No ideas, work perfectly well home, nvidia driver version 61.77(GF4 TI4200)
settings :
[...]
(ForceWare 71.89 WHQL (GF FX 5900))
Last edited by Hyper on Mon Aug 29, 2005 12:01 am, edited 1 time in total.
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
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unreal://hypercoop.tk
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Hyper
- OldUnreal Member
- Posts: 3580
- Joined: Fri Oct 11, 2002 5:41 pm
Re: JWSky package
That was indeed one of the ones I tried, but without result.Lol, i ment try some options, because i have no clue which one it could be, and i cannot test it myself.
But at first glance, i have my MaskedTextureHack set to False.
But i asume this is maybe also a question for the MMP forum.
As said i aint to good settings like that :-/
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Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
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Hyper
- OldUnreal Member
- Posts: 3580
- Joined: Fri Oct 11, 2002 5:41 pm
Re: JWSky package
I even tried the ForceWare 61.77 instead of my previous version, but it would not help.
nVidia, this is not the way it's meant to be played!
nVidia, this is not the way it's meant to be played!
Alter your reality...forever.
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unreal://hypercoop.tk
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Hyper
- OldUnreal Member
- Posts: 3580
- Joined: Fri Oct 11, 2002 5:41 pm
Re: JWSky package
Kerilk > Can you try to run Unreal with my OpenGL settings?
First cut/paste your settings to a new .txt file as backup and then insert my settings from the previous page. Then we have a double-check to see if it's related to the OGL settings.
First cut/paste your settings to a new .txt file as backup and then insert my settings from the previous page. Then we have a double-check to see if it's related to the OGL settings.
Alter your reality...forever.
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unreal://hypercoop.tk
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Kerilkkorn
- OldUnreal Member
- Posts: 289
- Joined: Mon Mar 11, 2002 4:50 pm
Re: JWSky package
Ran with your settings without problems. Too hard on the Gamma though 
War doesn't determine who is right, war determines who is left...
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DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: JWSky package
Terrible sorry Hyper :-/,
I did misread what your videocard was, and today i realized you wrote in a mail to me that you DO have the same card as i have.
I have the FX 5900XT 128 Mb from Aopen and i basically run the standard settings in Unreal, except S3TC is set to true.
Ill check on what nvidea videodriver i use, i do use an older version, thats for sure.
But i will make a new installation, and ill add all the stuff to it what you have set, and ill see if it will give me the same problem as you have, cause i def want to see this resolved somehow.
Too many packages will rely on the Alpha blending.......
I hope i can do this today, if not tomorrow, so give me a bit of time.
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I did misread what your videocard was, and today i realized you wrote in a mail to me that you DO have the same card as i have.
I have the FX 5900XT 128 Mb from Aopen and i basically run the standard settings in Unreal, except S3TC is set to true.
Ill check on what nvidea videodriver i use, i do use an older version, thats for sure.
But i will make a new installation, and ill add all the stuff to it what you have set, and ill see if it will give me the same problem as you have, cause i def want to see this resolved somehow.
Too many packages will rely on the Alpha blending.......
I hope i can do this today, if not tomorrow, so give me a bit of time.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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Hyper
- OldUnreal Member
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Re: JWSky package
Thanks. Then we double-checked that the OpenGL options is not the issue here.Ran with your settings without problems. Too hard on the Gamma though
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DieHard SCWS
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Re: JWSky package
Ok i did test it with the Unreal i use, since it would be useless to install another one because i miss the oveview of all your settings.
I run plain 224 Unreal with:
- Patch 226Final
- Oldunreal MultimediaPatch-V0.2 for Unreal 226
- Nvidia driver 6.14.0010.6693
- Your ini settings copied to my ini file
- DirectX version 9.0b
- Win2000
I do NOT use:
- Glidewrapper or any other rapper
The result was, i could see the Masked textures perfectly.....
So its not the Unreal settings seems.
To make sure there is not a difference in the build of the map, go check out DmDeck17, just to make sure its not the map.
If you want to try the Nvidia driver i have, i can sent or upload it.
You at least could try it, and see if it will work than.
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I run plain 224 Unreal with:
- Patch 226Final
- Oldunreal MultimediaPatch-V0.2 for Unreal 226
- Nvidia driver 6.14.0010.6693
- Your ini settings copied to my ini file
- DirectX version 9.0b
- Win2000
I do NOT use:
- Glidewrapper or any other rapper
The result was, i could see the Masked textures perfectly.....
So its not the Unreal settings seems.
To make sure there is not a difference in the build of the map, go check out DmDeck17, just to make sure its not the map.
If you want to try the Nvidia driver i have, i can sent or upload it.
You at least could try it, and see if it will work than.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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DieHard SCWS
- Global Moderator
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Re: JWSky package
Oh, another thing, i am curious, in the previous release could you see the textures Masked ? ? ?
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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Hyper
- OldUnreal Member
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- Joined: Fri Oct 11, 2002 5:41 pm
Re: JWSky package
I can't remember really. If I can download the old version I'll try it.Oh, another thing, i am curious, in the previous release could you see the textures Masked ? ? ?
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Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
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Hyper
- OldUnreal Member
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- Joined: Fri Oct 11, 2002 5:41 pm
Re: JWSky package
I tried DMDeck17 and it still has the problems.Ok i did test it with the Unreal i use, since it would be useless to install another one because i miss the oveview of all your settings.
I run plain 224 Unreal with:
- Patch 226Final
- Oldunreal MultimediaPatch-V0.2 for Unreal 226
- Nvidia driver 6.14.0010.6693
- Your ini settings copied to my ini file
- DirectX version 9.0b
- Win2000
I do NOT use:
- Glidewrapper or any other rapper
The result was, i could see the Masked textures perfectly.....
So its not the Unreal settings seems.
To make sure there is not a difference in the build of the map, go check out DmDeck17, just to make sure its not the map.
If you want to try the Nvidia driver i have, i can sent or upload it.
You at least could try it, and see if it will work than.
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226f instead of unreal Gold does not fix it.
226f + OMP-226-V0.2 DOES fix the problem.
Update: Reinstalling OMP-UGOLD-V0.2 to UGold fixed the problem for me!
Last edited by Hyper on Mon Aug 29, 2005 11:03 pm, edited 1 time in total.
Alter your reality...forever.
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unreal://hypercoop.tk
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DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: JWSky package
Ok, thats cool you found a solution for the problem 
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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Hyper
- OldUnreal Member
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Re: JWSky package
Yeah, but now I see the nebula still ends in a black square instead of transparent edges.
Alter your reality...forever.
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DieHard SCWS
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Re: JWSky package
Thats correct, that texture needs editing, i can see if i can make a fast update that deals with that one.
What map is the nebula visible, caus i don't know any. That would help me alot testing it.
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What map is the nebula visible, caus i don't know any. That would help me alot testing it.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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Hyper
- OldUnreal Member
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Re: JWSky package
Nebula is visible in SkyTown, depending on your OpenGL settings. It has two skyboxes, one for low detail and one for high. It is in the high detail skybox.
I advise you to become a ghost and do a trip to the skyboxes out of the map.
I advise you to become a ghost and do a trip to the skyboxes out of the map.
Alter your reality...forever.
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Turboman.
- OldUnreal Member
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Re: JWSky package
the original nebula had a black square around it too, its only less noticable since its a 256x256 texture, and in skytown it is set like that in the map settings, to change that it would require you to modify and rebuild the entire level.Yeah, but now I see the nebula still ends in a black square instead of transparent edges.
Last edited by Turboman. on Tue Aug 30, 2005 2:33 pm, edited 1 time in total.
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Kerilkkorn
- OldUnreal Member
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Re: JWSky package
the background of the original nebula had stars in it, so it was not clearly seen on the background, that also contained stars
War doesn't determine who is right, war determines who is left...
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DieHard SCWS
- Global Moderator
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- Joined: Sun Mar 16, 2003 11:33 pm
Re: JWSky package
Ic, that was what i said earlyer, i dont know if the original was Masked to begin with.
I did try make an advanced Masking (using greyscale)and i got errors, the texture is completelly screwed up in SkyTown if i try. So hopefully it lies there and not the Masking on my end.
Ill try making a small normal and S3TC package and see if that differs. For most of the textures a 1 bit alpha is fine, but more complex stuff like flame for sure need to use greyscale Alpha.
For the nebula the answer than is clear, it should NOT be Masked because the original isn't.
But i do need to make a better one than this one, this one is horrible lol, i need to make one from complete scratch, instead of using excisting not editable nebula pictures.
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I did try make an advanced Masking (using greyscale)and i got errors, the texture is completelly screwed up in SkyTown if i try. So hopefully it lies there and not the Masking on my end.
Ill try making a small normal and S3TC package and see if that differs. For most of the textures a 1 bit alpha is fine, but more complex stuff like flame for sure need to use greyscale Alpha.
For the nebula the answer than is clear, it should NOT be Masked because the original isn't.
But i do need to make a better one than this one, this one is horrible lol, i need to make one from complete scratch, instead of using excisting not editable nebula pictures.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com