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> Visual Details and the Waveclass clipping bug, ...and ambient lighting and palettes.
The DvD
post May 9 2008, 05:09 PM
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I was wondering, since setting the Visual Details level to 1 (0,1,2) gets rid of the waveclass clipping bug for laser weapons (by removing the transparant outline), so i forced TSTW to use this detail level (i cut out the visual details menu slider with a Resource hacker).
Problem: Translucency in animations and gasclouds is disabled as well.. which is unwanted, to say the least. Do you think it would be possible to force the game to use translucency at detail level 1?

Next question. Normally, the hue of all objects using the terrain palette can be influenced by light sources (map lighting settings and structures emitting light, like the invisible green lamps). Example below.

Attached Image

This doesnt work for buildings and units. No matter was lighting settings the map has, the buildings have the same brightness.

Attached Image

I found out ages ago that converting a building to the terrain palette will enable it to be influenced by light sources. Unfortunately using the terrain palette for base buildings will not work, as there is no way to tell the game to use the terrain palette for any animations attached ot the building. It also causes a big problem with remappable areas.

When the engine switches to the ion storm mode, all terrain and objects, regardless of what palette they use will use the hue set in the ion storm map lighting settings. Obviously something was 'switched on' when the ion storm started.

I wonder if it would be possible to modify the game so that this is 'switched on' in normal gameplay too.. It would certainly make the game look much better!


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The DvD
post May 11 2008, 12:26 PM
Post #2


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Group: Root Admin
Posts: 740
Joined: 27-May 06
From: The Netherlands
Member No.: 2
Alliance: Nod
Favorite game: Tiberian Sun



Yeah, i know, just wasn't sure what an options radio dialog button is.


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