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Author Topic: New Rocket Launcher  (Read 45272 times)

Offline Origin

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Re: New Rocket Launcher
« Reply #75 on: September 23, 2010, 09:46:48 pm »
I cant save alpha channel on pngs, only transparency, and I cant edit that seperately like a alpha channel

I can create a alpha channel for a image in photoshop, but when saving as png it wont work for the transparency, it will be discarded.
There is no option for saving with alpha.

ps cs2 btw

Offline H-Hour

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Re: New Rocket Launcher
« Reply #76 on: September 23, 2010, 10:03:25 pm »
Origin, I've found with ps cs2 that I need to not use the Save for Web feature. Just a regular save. However, I've found GIMP easier and it also creates smaller PNG files, so I usually just save it as a PSD when I'm done in photoshop, open it in GIMP and then save as PNG. I'm sure there's a way to optimize better in photoshop and preserve the alpha layer, I just haven't found it.

Offline Origin

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Re: New Rocket Launcher
« Reply #77 on: September 23, 2010, 11:36:52 pm »
Ah you are right, works fine in gimp ;D thanks m8

Offline Flying Steel

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Re: New Rocket Launcher
« Reply #78 on: September 24, 2010, 04:36:05 pm »
Should work, though I think the md2's still need to be compiled for correct lighting. (textures might be too bright after this, they were really dark when I tested so i upped brightness 25% for all diffuse textures.)
Edited textures a little to make them stand out more from afar, and I havent tested the normals or specular maps in game, since they dont seem to work for me :(

Quite a lot of the brightness comes from the specular textures, so if they aren't functional the models will look very dark in game. But if they are working, and the specular reflections are not set too sharp (that is very bright pinpoint highlights = bad) then everything should look good. Putting aside the day/night lighting shift, at least.

Offline MCR

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Re: New Rocket Launcher
« Reply #79 on: December 07, 2010, 10:21:06 pm »
Have tested the new launcher in-game on ATI (no normalmaps & specularity maps enabled).

Looks VERY GOOD !  8) 8) 8)

If someone wants to test it: With latest git master version you just have to change line 1208 & 1229 of weapons.ufo from weapons/rpg to weapons/rpg2.

The glowmap should be edited a little bit though because the visor is too bright.


Offline MCR

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Re: New Rocket Launcher
« Reply #80 on: December 07, 2010, 10:37:30 pm »
ACTION  ;D

Offline H-Hour

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Re: New Rocket Launcher
« Reply #81 on: December 07, 2010, 10:58:21 pm »
Do we have source for that, or is Flying Tree still around? It looks good, but it hangs over the weapon slot in the UI box. Not sure if that's something that needs to be changed in the model or the UI code, or what. The size looks fine on the soldier's shoulder.

Offline MCR

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Re: New Rocket Launcher
« Reply #82 on: December 07, 2010, 11:01:15 pm »
Yeah, I noticed that problem also, but I do not think that this should prevent the new launcher from being used in-game...

I am not sure where this problem comes from.
« Last Edit: December 07, 2010, 11:20:24 pm by MCR »

Offline MCR

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Re: New Rocket Launcher
« Reply #83 on: December 07, 2010, 11:03:05 pm »
Do we have source for that, or is Flying Tree still around? It looks good, but it hangs over the weapon slot in the UI box. Not sure if that's something that needs to be changed in the model or the UI code, or what. The size looks fine on the soldier's shoulder.

His nick is 'Flying Steel' & he has posted something today  ;)

Offline MCR

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Re: New Rocket Launcher
« Reply #84 on: December 07, 2010, 11:08:48 pm »
I think we should commit the change to weapons_human.ufo, the ui-frame stuff or model can be changed later, what do you think ?

Offline H-Hour

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Re: New Rocket Launcher
« Reply #85 on: December 07, 2010, 11:29:13 pm »
DerTee, DerTree, Flying Steel, I am all mixed up. I agree, please commit it. A fine piece of work.

Offline MCR

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Re: New Rocket Launcher
« Reply #86 on: December 07, 2010, 11:54:38 pm »
Done.

Thanks again to all folks involved. Finally we have a good-looking rpg in-game.  8)

Offline Mattn

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Re: New Rocket Launcher
« Reply #87 on: December 08, 2010, 09:11:45 am »
this is in the scripts - the center value - please correct it before commit the change

Offline MCR

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Re: New Rocket Launcher
« Reply #88 on: December 08, 2010, 09:58:59 am »
Done, but I had to change the scale also. I hope everything's fine now.
« Last Edit: December 08, 2010, 10:00:53 am by MCR »

Offline Flying Steel

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Re: New Rocket Launcher
« Reply #89 on: December 08, 2010, 06:40:10 pm »

Thanks everybody, I really appreciate all the good work in getting this thing in game. ;D


Do we have source for that, or is Flying Tree still around?

Source files are over here if you want them still: Sources