Battal Posted September 16, 2013 Share Posted September 16, 2013 Hate to be a pain, but could you repost that Winnie atlas? Link to comment Share on other sites More sharing options...
ArcticFox789 Posted September 16, 2013 Share Posted September 16, 2013 (edited) Was expecting it to be shorter actually So was I... :3 Edited September 16, 2013 by ArcticFox789 Link to comment Share on other sites More sharing options...
lifemare Posted September 16, 2013 Share Posted September 16, 2013 All I've got for today. Surprisingly short, wasn't it? Ah! I shall endeavour to repost all my megathread ideas onto a spoiler tomorrow then!We shan't have any more of this shortness, sir! Seriously, though, you will never be able to enjoy another weekend vacation aslong as this mod is developing!Though, this forum will probably descend into anarchy when that happens, so i guess you're safe.... Link to comment Share on other sites More sharing options...
Seyph Posted September 16, 2013 Share Posted September 16, 2013 Hate to be a pain, but could you repost that Winnie atlas? 1 Link to comment Share on other sites More sharing options...
Battal Posted September 16, 2013 Share Posted September 16, 2013 Thanks! Link to comment Share on other sites More sharing options...
TheDanaAddams Posted September 17, 2013 Share Posted September 17, 2013 Should there be a screen overlay during the static cycle?Some sparks along the sides, and a general bluish-grey toning of the screen? 1 Link to comment Share on other sites More sharing options...
debugman18 Posted September 17, 2013 Author Share Posted September 17, 2013 Should there be a screen overlay during the static cycle?Some sparks along the sides, and a general bluish-grey toning of the screen?I'm not sure. I quite like being able to tell it's static just by looking at my surroundings. It could probably be done, if we decided to go that route. Link to comment Share on other sites More sharing options...
TheDanaAddams Posted September 17, 2013 Share Posted September 17, 2013 I think you're right - it would look better if you could simply tell it was static by the change in the surroundings.Though colour-tinting may enhance the overall look of everything during the static cycle. It's all a matter of what looks best. =) Link to comment Share on other sites More sharing options...
simplex Posted September 17, 2013 Share Posted September 17, 2013 Should there be a screen overlay during the static cycle? Some sparks along the sides, and a general bluish-grey toning of the screen? Not a fan of the sparks, but the tint might work. We'd have to figure out how to edit a colour cube, though. But why do you ask that? Aren't you happy with the current ambient color shift/lightning? Link to comment Share on other sites More sharing options...
TeoSS69 Posted September 17, 2013 Share Posted September 17, 2013 Not a fan of the sparks, but the tint might work. We'd have to figure out how to edit a colour cube, though. But why do you ask that? Aren't you happy with the current ambient color shift/lightning?BTW, will RAM and the sort make sparks? Link to comment Share on other sites More sharing options...
simplex Posted September 17, 2013 Share Posted September 17, 2013 BTW, will RAM and the sort make sparks? They already do! (just the RAM, though, I don't know what you mean by "the sort") Link to comment Share on other sites More sharing options...
TeoSS69 Posted September 17, 2013 Share Posted September 17, 2013 They already do! (just the RAM, though, I don't know what you mean by "the sort")Well...other mobs and structures that change with static... Link to comment Share on other sites More sharing options...
simplex Posted September 17, 2013 Share Posted September 17, 2013 Well...other mobs and structures that change with static... I personally think we should keep sparks, light auras and other similar fx to a minimum. They fit the rams, but I don't see them fitting anything else, tbh. Link to comment Share on other sites More sharing options...
TeoSS69 Posted September 17, 2013 Share Posted September 17, 2013 I personally think we should keep sparks, light auras and other similar fx to a minimum. They fit the rams, but I don't see them fitting anything else, tbh.Of course, i mean things that get electric, Like the thunder trees. And the light auras should be small and only when making sparks like it happens with WX. Link to comment Share on other sites More sharing options...
simplex Posted September 17, 2013 Share Posted September 17, 2013 Of course, i mean things that get electric, Like the thunder trees. And the light auras should be small and only when making sparks like it happens with WX. But not everything that goes electric (or even "not most", or "just the minimum"). I don't see them going in thunder trees, for example, since they'll already emanate lightning. Link to comment Share on other sites More sharing options...
TeoSS69 Posted September 17, 2013 Share Posted September 17, 2013 But not everything that goes electric (or even "not most", or "just the minimum"). I don't see them going in thunder trees, for example, since they'll already emanate lightning.Yeah, i really need to test the mod :I Link to comment Share on other sites More sharing options...
TheDanaAddams Posted September 17, 2013 Share Posted September 17, 2013 Not a fan of the sparks, but the tint might work. We'd have to figure out how to edit a colour cube, though. But why do you ask that? Aren't you happy with the current ambient color shift/lightning?Oh, no, no! I'm just thinking about things. Felt it was worth throwing out there, just as an idea. =) Link to comment Share on other sites More sharing options...
simplex Posted September 17, 2013 Share Posted September 17, 2013 (edited) Oh, no, no! I'm just thinking about things. Felt it was worth throwing out there, just as an idea. =) Well, using our own colour cubes would be nice. I like the winter dusk ones, but we could tweak them to fit us better. I'm just not sure how a colour cube would be edited, or produced from scratch. EDIT: For example, this is the winter dusk colour cube after TEX decompression: EDIT 2: Oh, now I see what's probably the issue. The compression type specified in the file is neither ARGB, DXT1, DXT3 nor DXT5. I'll have to figure out what it is before I can decompress it. Edited September 17, 2013 by simplex 1 Link to comment Share on other sites More sharing options...
TheDanaAddams Posted September 17, 2013 Share Posted September 17, 2013 Oh dear. That doesn't look quite right at all, does it. I guess that's something we'd have to poke the staff about. ^^; Link to comment Share on other sites More sharing options...
simplex Posted September 17, 2013 Share Posted September 17, 2013 Is a Windows user able to run Klei's TextureConverter around? If so, could this gentle soul compress any sample image using each of the possible compression formats? (preferably naming each resulting .tex after the type used) Link to comment Share on other sites More sharing options...
debugman18 Posted September 17, 2013 Author Share Posted September 17, 2013 Is a Windows user able to run Klei's TextureConverter around? If so, could this gentle soul compress any sample image using each of the possible compression formats? (preferably naming each resulting .tex after the type used)Do want 8, with Mipmap at default? Link to comment Share on other sites More sharing options...
simplex Posted September 17, 2013 Share Posted September 17, 2013 Do want 8, with Mipmap at default? The other settings don't matter, use whatever is more convenient. (using mipmaps roughly doubles the filesize, though) Link to comment Share on other sites More sharing options...
debugman18 Posted September 17, 2013 Author Share Posted September 17, 2013 The other settings don't matter, use whatever is more convenient. (using mipmaps roughly doubles the filesize, though)Samples pushed to git. Link to comment Share on other sites More sharing options...
simplex Posted September 17, 2013 Share Posted September 17, 2013 (edited) Samples pushed to git. Thank you for the effort, but... your samples are for ARGB, DXT1, DXT3 and DXT5. These are precisely the formats I'm already accounting for (as well as Matt's tools). It's the other formats (bc1, bc2, bc3, x8r8g8b8, rgb, l16 and a8) I need (the bc* ones probably don't matter, though). And oh, you didn't have to make 1D and 2D versions! I just need to know the number corresponding to each format, which gets stored in the file header. A 1px image using any set of options alongside the pixel format should do it. EDIT: Oh, now I got what you meant by "Do want 8". You were referring to these 4 formats, both in 1D and 2D. If I had cleared my confusion back then, I would've spared you the effort, sorry. EDIT 2: And I was referring to Klei's TextureConverter. It has usage information as a txt (and I think it prints that when run without arguments), so the space chomping by the forums shouldn't be an issue. EDIT 3: Sorry, the download link in the archived download forums is obviously no longer functional. It's in the new download section as well. Edited September 17, 2013 by simplex Link to comment Share on other sites More sharing options...
RCatta Posted September 17, 2013 Share Posted September 17, 2013 I remember seeing a pic around U&A of Wilson being as big as a Deerclops. How did you guys alter his scale ? ^^ Link to comment Share on other sites More sharing options...
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