Page 2 of 3

Posted: Mon Dec 11, 2006 11:16 am
by Psychosis
thanks for the warning madp, and yeah, use the convereter out, then convert them back in.... good thing i never tried that.

Posted: Thu Dec 14, 2006 1:42 pm
by madpeople
can you update the pack so it has quia's fixed 8 and remove 9 and 10 then.

i prefer not to have to include multi line instructions in the sickie, and chances are people don't follow the links to the discussion thread.

are all of them dark?

having them dark would be a major selling point (even though they are free /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" /> ) - just looking at this most of it is dark /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> , but there is a bright white and blue bit :/

quickly changing it so its darker overall,
http://img242.imageshack.us/img242/1844/en...ewdarkertu6.jpg

though the blue bit could do with being made darker on its own

Posted: Thu Dec 14, 2006 9:20 pm
by Adaven
Yes, every one is darker than original, and darker than the current alleg ones I feel. Some of them may be darker than they need to be, but that's what testing is for.

My plan was to send out a corrected pack Tuesday, but things didn't work out. Now I've move back home and I'm stuck on dialup. I could maybe upload at the library this week, but I wouldn't count on it. If someone else could put the pack together I'd be thankful.

Quia's number 3 isn't any brighter than the low-res version original alleg already uses.

Posted: Fri Dec 15, 2006 11:44 am
by Psychosis
thanks guys, its better then what was there, not perfect, but enough for me to turn environ's on again.

Posted: Tue Dec 19, 2006 5:35 pm
by madpeople
hi, environment5bmp.mdl is broken and causes crashes

please fix it

thanks /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Posted: Tue Dec 19, 2006 6:35 pm
by Adaven
Yeah, I noticed that too the other day.

Dirty possible solution: re-open it in mdlfx if you can and resave it if it isn't garbled.

Posted: Tue Dec 19, 2006 9:52 pm
by madpeople
Adaven wrote:QUOTE (Adaven @ Dec 19 2006, 06:35 PM) Yeah, I noticed that too the other day.

Dirty possible solution: re-open it in mdlfx if you can and resave it if it isn't garbled.
that works, i think. i was mainly informing you and others about it.

i can provide a .zip with environment1-8bmp.mdl s in if anyone wants to host it

Posted: Sat Jan 06, 2007 2:04 pm
by mesial
I wanted to bump this to the top. OK, from what I am reading, this is where we are at:

We have a total of 8 environments.

Allegiance uses 11 (remember there is one that does not use a number - environmentbmp.mdl)

Did we ever find out more about 9 & 10? Are the maps different?

Just three more to go....

Posted: Sat Jan 06, 2007 10:22 pm
by Your_Persona
the maps are different, BUT
you should be able to just copy a map from one of the earlyer ones and change the name in it if you have to and use that map.

they are .x files if I remember.

here is a little viewer I wrote a while back that shows the UV points.
http://austin.bluedepot.com/alleg/allegianceXuv.zip

Posted: Tue Jan 09, 2007 7:34 pm
by Adaven
Just from looking at 9/10 in mdlview, the mapping appears to generally be a cylindrical/mercator type thing like the rocks. So you could keep the old mapping and the textures I put up would probably look better as there might be less distortion. I never really followed the maps in the first place, but I think the maps for 9 and 10 would fit better.

Mesial- I forgot about the un-numbered one, but can you verify it is actually used by the game? Or even that 9 and 10 are? Because I'm only using 1-8 and I haven't seen anything else pop up.