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Posted: 13 Sep 2007, 19:49
by KDR_11k
The core uses texture1 too AFAIK.
Posted: 13 Sep 2007, 21:40
by rattle
Correct. Basically the core is just a second laser which is smaller by default unless you override it with a tag. It's all in the changelog.
[...]
- New weapon tdf tag corethickness, how thick the inner color of a laser is, this is a percentage value, default is 0.25
[...]
LaserProjectile:
texture1 = laserbeam
texture2 = Start and end of the beam (half of the texture used at either end.)
BeamLaserProjectile:
texture1 = laserbeam
texture2 = Start and end of the beam (half of the texture used at either end.)
texture3 = muzzle flare
LargeBeamLaserProjectile:
texture1 = laserbeam
texture2 = Start and end of the beam (half of the texture used at either end.)
texture3 = Extra graphical effect at the start of the beam.
texture4 = muzzle flare
Posted: 14 Sep 2007, 01:16
by REVENGE
Problem has not been fixed. I timed out last night before I was able to post, but what happened was the first texture was fixed via some random resizing bullshiit, but now I made a second texture for another weapon [this time square 256x256], and the damn bug has returned...
Once again, beamweapon configured with textures 2-3 nulled out.
Oh also, does a laser flare have to be scripted in with the unit?
Posted: 14 Sep 2007, 10:49
by REVENGE
I talked to smoth, and he says gundam also experiences similar problems, should I put this in mantis or is there already an entry there?

Posted: 14 Sep 2007, 14:57
by rattle
Generally this could be avoided by assigning non existant resource tags (such as 'null') but apparently not any longer. Needs to be fixed ASAP.
Posted: 14 Sep 2007, 18:25
by KDR_11k
Apologies for spreading false information: Nonsense texture names still work.
Posted: 15 Sep 2007, 07:27
by REVENGE
KDR_11k wrote:Apologies for spreading false information: Nonsense texture names still work.
Will try, ty.
Posted: 16 Sep 2007, 00:28
by rattle
KDR_11k wrote:Apologies for spreading false information: Nonsense texture names still work.
How did you come up with that then?
Also, I shouldn't parrot so much.
Posted: 16 Sep 2007, 02:04
by REVENGE
KDR's right [err right about being wrong?

]. A texture name of NULL with no null texture defined works fine. However, I'm concerned about how the texture is being processed. With my second texture, the dimensions of it are warped differently depending on zoom level, and it is very noticeable up close that the thing looks just like a flat texture instead of a pseudo 3d projectile.
Posted: 16 Sep 2007, 05:20
by rattle
That's what it is. Think of Doom2 sprites, only prettier.
Posted: 16 Sep 2007, 08:54
by KDR_11k
rattle wrote:KDR_11k wrote:Apologies for spreading false information: Nonsense texture names still work.
How did you come up with that then?
Also, I shouldn't parrot so much.
I saw the error show up when I thought I set it to a nonsense texture. From now on I'm using texture2=fhqwhgds.