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Author Topic: City street grid  (Read 21924 times)

Offline MCR

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Re: City street grid
« Reply #30 on: April 13, 2010, 12:31:58 pm »
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Offline MCR

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Re: City street grid
« Reply #31 on: April 13, 2010, 12:33:28 pm »
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« Last Edit: April 13, 2010, 12:35:41 pm by MCR »

Offline MCR

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Re: City street grid
« Reply #32 on: April 13, 2010, 12:37:29 pm »
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I am imagining grenades falling down here ;D  ;)
« Last Edit: April 13, 2010, 12:51:50 pm by MCR »

Offline MCR

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Re: City street grid
« Reply #33 on: April 13, 2010, 12:39:21 pm »
the last ones...
Hope everyone likes it like I do  ;)

Offline H-Hour

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Re: City street grid
« Reply #34 on: April 13, 2010, 01:38:23 pm »
Thanks MCR. Definitely some unexpected normalmap behavior there. I'll post some responses when I'm done working today.

Offline MCR

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Re: City street grid
« Reply #35 on: April 13, 2010, 01:41:50 pm »
Unusual, but nice  ;)
Who knows what materials will be used in 2084 ?!


« Last Edit: April 13, 2010, 01:44:13 pm by MCR »

Offline H-Hour

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Re: City street grid
« Reply #36 on: April 14, 2010, 04:58:36 pm »
Kildor, r29391 adds a bus stop texture to the streets set. It's meant to be slotted into a 2lnh street (horizontal). If each 2-lane street is 256 units across, this is meant to take half of one lane (64 units across) and run 192 units along the side of the street. If you need an example .map let me know.

Offline H-Hour

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Re: City street grid
« Reply #37 on: April 14, 2010, 06:35:08 pm »
r29392 replaces all the street overlay TGAs with PNG files to cut their file size in half. I don't know why I was using TGAs. I think I remember some period a while ago having trouble blending a PNG, but it was probably just me being stupid.

Anyway, if people could please be on the lookout for any mistakes I made. This was a rather mindless piece of work so it's likely I may have messed up a few. Just check if you see any obvious problems between the textures, or if something's got the wrong street lines painted on it, etc. Thanks.

Offline MCR

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Re: City street grid
« Reply #38 on: April 14, 2010, 06:37:59 pm »
No, H-Hour, I had more troubles with pngs also...
In my case the picture-viewer I was using was not able to show & to convert the alpha-channel of the pngs. That was quite hard to work with also ;)
« Last Edit: April 14, 2010, 07:49:52 pm by MCR »

Offline H-Hour

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Re: City street grid
« Reply #39 on: April 15, 2010, 12:30:07 pm »
Having looked at the screenshots MCR posted, there's some wierd behavior happening with the normalmaps. Could mattn or someone that knows what's going on here tell me why the texture mapping is getting displaced in-game? See the attachments for examples.

Offline Mattn

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Re: City street grid
« Reply #40 on: April 15, 2010, 02:06:29 pm »
it would be nice if you could open a bug ticket for this - otherwise i might forget this ;)

Offline H-Hour

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Re: City street grid
« Reply #41 on: April 15, 2010, 03:03:50 pm »
Opened, thanks.