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Animated water in custom levels?
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Dragonsbrethren
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 PostPosted: Thu Dec 11, 2008 8:54 am    Post subject: Reply with quote Back to top

radorn wrote:
so, I could, for example, copy all the pictures in there, rename them according to their preset values, and just build away, then remove the ".bmp" from the material name after exporting the OBJ, right?

I think so, but I've never used the .mtl before, I always use a text file. For the text file you just append the preset before the material name:

Code:
room1_material_0.bmp

Becomes
Code:
0A8A room1_material_0.bmp
 
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radorn
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 PostPosted: Thu Dec 11, 2008 9:57 am    Post subject: Reply with quote Back to top

yeah, forgot about that Embarassed
I should craft a textures file with all the original textures added and their presets, so I can use them directly without having to add them at the end, like with new textures.
BTW, anyone knows how much texture data can be added that way? There ought to be a limit, right? or will the rom expand?
 
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SubDrag
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 PostPosted: Thu Dec 11, 2008 6:09 pm    Post subject: Reply with quote Back to top

ROM will expand for images, but 21990 size is limited, if it exceeds its allocated ROM is broken. It's a large # though, it's based on how well the updated image indexes in 21990 compress
 
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SubDrag
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 PostPosted: Thu Dec 11, 2008 6:10 pm    Post subject: Reply with quote Back to top

If you want to use the original GE images in your new level, simply put the original name (from the romimages folder) including .bmp, and it will translate to the original #, not a new one instead.
 
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radorn
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 PostPosted: Fri Dec 12, 2008 12:09 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
If you want to use the original GE images in your new level, simply put the original name (from the romimages folder) including .bmp, and it will translate to the original #, not a new one instead.


Put it where?
textures.txtMultiAddNumbers.txt?
Doesn't textures.txtMultiAddNumbers.txt need preset numbers before the filename? or are you telling me that in the case of the original textures with the "original" filenames the importer infers the preset numbers?
If that's the case, if I were to make a level with original textures AND new ones (added, not replaced by image tools) I just need to list all thew originals in a text file and then append #### *.bmp lines for the newly added ones then import the obj, right? Will it hurt if I juast add ALL the original filenames so I don't need to lookup the specific ones everytime or should I add just those in use?
 
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SubDrag
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 PostPosted: Sat Dec 13, 2008 6:15 am    Post subject: Reply with quote Back to top

Your texturesAll.txt would *not* include the old names. It's your .mtl file where you have map_Kd where you would add the old texture names, and the editor infers the original #s if it finds it in its list of names, otherwise it uses the list from texturesAll.txt
 
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