UFO: Alien Invasion Issue Tracker
UFO: Alien Invasion
Go to the previous open issue
Go to the previous issue (open or closed)
star_faded.png
Please log in to bookmark issues
icon_project.png UFO: Alien Invasion / Closed Submit Patch #4664 4x4 Tamans Update v2
Go to the next issue (open or closed)
Go to the next open issue
This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Submit Patch
  • Category
    Artwork
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    5. Important
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
Affected by this issue (0)
There are no items
People involved
Times and dates
  • Posted at
  • Last updated
Issue details
Attachments (0)
There is nothing attached to this issue
Duplicate issues (0)
This issue does not have any duplicates
Description
[http://sourceforge.net/p/ufoai/patches/537 Item 537] imported from sourceforge.net tracker on 2013-01-28 20:43:43

This time without normalmaps.
Hope you have a minute to apply this to trunk.
Here the pk3:
http://www.mediafire.com/file/lhrdgz2nrhw/4x4TamansTexUpdate.pk3
[doubletested]
The team_aliens.ufo .diff is attached here.

===== Comments Ported from Sourceforge =====

====== mcr2010 (2010-05-02 12:40:32) ======

diff for the new Tamans + added comments for Ortnoks
====== tlh2000 (2010-05-03 17:07:46) ======

parts are applied - will check the rest now.
====== tlh2000 (2010-05-03 17:09:28) ======

what exactly is included in this patch?
====== tlh2000 (2010-05-03 17:11:43) ======

or let me be more specific - why did you include duplicated of the head models? did you change the mesh? or did you just add new skins? in the latter case you don't have to provide new md2 files, just update the existing head with new skins.
====== tlh2000 (2010-05-03 17:22:15) ======

normal tamans are applied - armoured versions are still missing
====== mcr2010 (2010-05-03 21:05:20) ======

Man, I know that !
I just kept the current system. But there SHOULD be changes made there. Look here:
https://sourceforge.net/tracker/?func=detail&aid=2993459&group_id=157793&atid=805244

ATTENTION:
If you just apply part of the patch there WILL be errors as you also need the additional md2 files for the unarmored versions, which just point to the same skin there !
Heads for the aliens never have skins & I decided to keep it that way. It is also easier to make all versions possible in team_aliens.ufo this way.
If now errors happen it is not my fault ! Everything was okay with this patch & tested & I do NOT understand why you had to change ANYTHING here ?!
====== mcr2010 (2010-05-03 21:40:51) ======

It is more or less the same sytem here that is already used for the Ortnoks, which have 3x3 versions when unarmored & just 1x1 versions for the armored ones, just that I did not find it necessary to store 3 times the same texture for the heads, like it is done with the Ortnoks to make the armored versions work. It is more efficient to just have the md2 files point to the same texture.

====== tlh2000 (2010-05-04 06:21:03) ======

because i'm trying to keep the filesize as low as possible - doubling the md2 files just because we don't have a script support for head skins isn't an option! implementing the skin option for the heads is the solution - and NOT to double files without actually changing them
====== mcr2010 (2010-05-04 09:21:56) ======

tamanlight: head2.md2+head3.md2+head4.md2=9kb.
tamanmedium: head2.md2+head3.md2+head4.md2=9kb.

Save filesize potential=18kb

I am for using skins, but just for the bodies as those md2 files are quite big, because of the animations (both body01.md2 792kb).
It is really not necessary @ the moment to implement script support for head skins.

& we have the easy option here to alter the looks by slightly changing the shape of each mesh in the future to individualize them even more...

I know you want to keep filesizes low, & I already helped a lot in doing that as you maybe remember ;), we should look @ how stuff is handled in the existing directories...

Example:
ortnoklight 3x same head texture = 3x111kb
ortnokmedium 3x same head texture = 3x130kb

Potential for easy optimization here: 2x111kb + 2x130kb=482kb

Or look @ the shevaar folder where you have two exactly same skins for the body.
So if you want to tell me that my patch did not make it because it is not optimized enough to be put in, I almost cannot believe it & think that you really must be joking here ?!
====== mcr2010 (2010-05-04 09:49:50) ======

Sorry, have to correct myself here:

3x headslight = 3x9kb=27kb
3xheadsmedium=3x9kb=27kb

Save filesize potential=54kB

Still not enough to convince me ;)
====== tlh2000 (2010-05-04 11:00:19) ======

hm. giving the head skin as script parameter doesn't make much sense - so i'm adding the files to the svn now
Todos (0 / 0)
Issue created
footer_logo.png The Bug Genie 4.3.1 | Support | Feedback spinning_16.gif