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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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Lin Kuei Ominae
post May 9 2008, 05:55 PM
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QUOTE (The DvD @ May 9 2008, 05:09 PM) *
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?

you can try adding TranslucencyDetailLevel=0 to all your transparent anims. This key is originally only used on the IONBEAM and i've never tested this, but maybe it works as expected and gives you transparent anims even on the lowest detaillevel.

About the lighting, a research on ppm was done too (click here), but i think without any solution to the problem. Maybe you want to add this to TSHypers bugs list.

This post has been edited by Lin Kuei Ominae: May 9 2008, 06:00 PM


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The DvD
post May 9 2008, 06:38 PM
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Thanks! I vaguely remembered a setting like that, but it didn't surface tongue.gif Will try it out.

About that research: I missed that topic. I once posted a topic about this on tumsun with pictures of a whole Nod base converted to the terrain pallette, sadly can't find those anymore.

EDIT:

TranslucencyDetailLevel works, but only for animations. Any particle systems like smoke won't be translucent wacko.gif Looks ugly.


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Lin Kuei Ominae
post May 9 2008, 10:34 PM
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QUOTE (The DvD @ May 9 2008, 06:38 PM) *
TranslucencyDetailLevel works, but only for animations. Any particle systems like smoke won't be translucent wacko.gif Looks ugly.

try adding TranslucencyDetailLevel to the art.ini entrys of the used smoke anim (eg. SGRYSMK1) for the smoke particles (eg. SmallGreySmoke). Maybe the game then takes over the art.ini detail setting to the rules.ini particle system.

Or remove the Translucent keys from the particle system and move them into the art.ini entry of the used smoke/gas anim.

This post has been edited by Lin Kuei Ominae: May 9 2008, 10:35 PM


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my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
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Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
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The DvD
post May 9 2008, 11:09 PM
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It seems to be an art.ini command only.


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Dutchygamer
post May 10 2008, 09:57 AM
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IIRC, there should be an art.ini tag to say that the anim should be in the terrain pallete... I used it one time to fix the Dam anim. I will see what I can dig up for ya wink1.gif
Ah, found it! It's TerrainPalette=yes

This post has been edited by Dutchygamer: May 10 2008, 09:59 AM


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The DvD
post May 10 2008, 10:38 AM
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Naturally i tried that wink1.gif it's what i used for the building itself. However it does not work for the animations.


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Bittah Commander
post May 10 2008, 05:24 PM
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About the WaveClass error... I was wondering whether simply changing IsBigLaser= to false for all laser weapons won't help. I'd try and test this myself, but unfortunately it seems I can't get WaveClass errors on my system tongue.gif


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SeekSomethingNew
post May 10 2008, 09:36 PM
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Hehe, HyperPatch has a Options Dialog radio button that ONLY effects the laser drawing code.

So no need to edit the anims smile.gif


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The DvD
post May 10 2008, 10:46 PM
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What do you mean? wacko.gif


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Bittah Commander
post May 11 2008, 12:15 AM
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HyperPatch is some patch TSHyper is working on rolleyes.gif


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The DvD
post May 11 2008, 12:26 PM
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Yeah, i know, just wasn't sure what an options radio dialog button is.


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