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To compare it with a PAL file, you'd need to convert a MAT that uses said PAL file into BMP format, and look at the palettes of both images as they appear in the image editor. You can take a look at the BMP file's internal palette in your image editing program (GIMP, Photoshop, etc.). Because let's face it, wouldn't you rather fly a mission with this: If it gets legs I'd like to do a model replacement pack for WCSO. As well as everyone who worked on UE and SO (as I've been trolling their tutorials extensively).Īt any rate I'll keep tinkering with it. Kudos for the work thus far aren't solely mine: Quarto and Pedro have been great resources along with Kevin's excellent Blender Commander scripts. Right now it looks like my Piranha is flying off the TCS Lynda CarterĪnyone out there who's done some work in Vision and have had the same issue with materials? HELP?!? Specifically the transparency settings in BMP2MAT seem to be off. Unfortunately I seems to have issues with my textures. There are probably a number of hidden gotchas that will need to worked out like some hidden upper limit of polys per mission or screwed up briefing models (I know this one's coming).
BATTLEZONE 2 MODDB PATCH
(The openGL patch doesn't currently support normal or emit maps so those are excluded for now).Īmazingly it actually seems to work - at least from a geometry perspective. The advantage is that I can use a single 1024x1024 texture for it (I tried higher resolutions but it crashed the engine) rather than a bunch of 256x256 textures so you can pack more detail in. It's not as high-poly as my work for HW (each fighter there clocks in around 10K faces) The total here is only 1,500 faces, but it's significantly better than the 200 tri version:
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The idea to work around it is to treat the fighter like a hybrid corvette/fighter model and slice it up into 1,200 tri chunks and then reassemble it in the pascal code in the. There are a number of challenges in doing this, largely that there seems to be an arbitrary limit of around 1,200 triangles (not faces) per model or the engine crashes.
BATTLEZONE 2 MODDB MOD
Well since the HW mod is still stuck in "Where are a set of functioning tools?!?" limbo, I decided that while sitting idle and making snarky comments on forums is appealing, I decided to try making higher-poly models for Secret ops! I was playing through it the other night and thought to myself "the game is still fun and has good replay value, why not try and give it a facelift?" Thus my current bit of madness is born.
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