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Multiple glowmaps

User is offline   Sebastian 

#1

So we can have various skins on a model mapped to different pals, but what about having seperate glowmaps for these too?
For example I have a computer monitor I could greatly benefit having several different glowmaps to different screen.

Maybe this is already a feature but I can't find anything on this.
0

User is offline   Danukem 

  • Duke Plus Developer

#2

AFAIK there can be only one glowmap per tile number. When I tried different glowmaps for different pals on those monitors, it didn't work.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3

I don't forsee this being added because currently all the alternate textures (glow, detail, spec, normal) are mapped to the upper pals, i.e. 254. However, once this is done, it would be nice.

texture 3758 {
   pal 0 { file "nwinter/textures/3758.png" }
   diffuse 0 { file "highres/textures/0340.png" xscale 0.25 yscale 0.25 }
   detail { file "highres/detail/metal.png" xscale 0.3 yscale 0.3 }
}

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User is offline   Plagman 

  • Former VP of Media Operations

#4

Yeah, right now all the alternate maps are mapped to reserved palettes, so it just can't work. However having a full set of maps for each palette is definitely somewhere we want to go, and JonoF rewrote hightile in a way that supports it. Whenever I find time to pull his changes and modify our version of the engine to work with them, it'll be supported.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5

Awesome. Is there any way we could have layered (non-glowmap) skins, so that 40MB of HRP space could be saved on the Queen's colors?

Hopefully someday we will have tile/model/animation definitions (optionally) based on the "action" CON command, and HUD definitions (optionally) based solely on curr_weapon, kickback_pic, knee_incs, tipincs, scuba_on, etc.

This post has been edited by Hendricks266: 27 August 2010 - 02:00 PM

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User is offline   Sebastian 

#6

View PostPlagman, on Aug 27 2010, 01:13 PM, said:

Yeah, right now all the alternate maps are mapped to reserved palettes, so it just can't work. However having a full set of maps for each palette is definitely somewhere we want to go, and JonoF rewrote hightile in a way that supports it. Whenever I find time to pull his changes and modify our version of the engine to work with them, it'll be supported.


Thanks for replying, Plagman. This feature is and will be greatly appreciated.
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