01-03-21, 01:39 | #1361 | ||
Member
Joined: Apr 2005
Posts: 2,145
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Quote:
Hoping you like the game. Quote:
Thank you everyone for the help. |
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02-03-21, 04:04 | #1362 |
Member
Joined: Dec 2016
Posts: 119
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Sorry to hear about the texture issue
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02-03-21, 16:35 | #1363 |
Golden
Joined: Aug 2017
Posts: 646
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Feel free to ask if you need help with the lighting or texturing from Rview.
I've done it now multiple times so I know how to get the best out of it |
02-03-21, 18:50 | #1364 | |
Member
Joined: Apr 2005
Posts: 2,145
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Quote:
So good timing, tell me about the texturing. |
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02-03-21, 20:43 | #1365 |
Golden
Joined: Aug 2017
Posts: 646
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I wrote you a PM
Just tell me which way you want to go: The complete way(Texturing all rooms from the start again) or The fast way (Just the last 10 rooms) |
02-03-21, 20:51 | #1366 |
Member
Joined: Apr 2005
Posts: 2,145
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The fast way, retexturing only the sectors that got bugged. The thought of retexturing everything at this point makes me want to cry.
I'm going to try now to retexture only the bugged sectors and see what happens. If it gets fixed, that's what i will do at the end when i do the lighting. Thank you for all the help! |
02-03-21, 20:59 | #1367 |
Golden
Joined: Aug 2017
Posts: 646
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The fast way should work, just be careful with the cutted Dxtre3d textures
Selecting with CTRL+Left Mouse Click a nice and clean 64x 64x texture from an already finished room will reduce the search time in the texture list Good luck |
02-03-21, 21:03 | #1368 |
Member
Joined: Apr 2005
Posts: 2,145
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Thanks again, going to start now with the retexture test.
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02-03-21, 21:56 | #1369 |
Member
Joined: Apr 2012
Posts: 651
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If I understand correctly, if you only have 10 rooms left to texture with Rview, you already have the advantage of having almost all the texture IDs that you have defined in Dxtre3d to use now in Rview
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02-03-21, 22:32 | #1370 |
Member
Joined: Apr 2005
Posts: 2,145
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Yay!
Good news! I did a test retexturing the 3 rooms that got screwed last night, and after the use of RView they all reverted back to normal again!
Other things i did yesterday was removing unnecesary textured surfaces on the room borders ( above/below portal connections ). And searching for incorrectly placed triggers, which actually were quite a few ( how the heck does a trigger get placed inside a wall sector??? Corrected all that, but the textures still got rekt when texturing some of the last rooms. Level size decreased but only a tiny bit, it's still above 6,70MB. Now i will texture what's left and begin the lighting process in Dxtre, there's still a few more textures to be created and doing some customization on certain items. Hoping previous rooms don't get crapped on, it would make creating the mesh painful. But nothing is going to stop me now. Yes, exactly. Luckily you can rotate textures in RView so it makes life easier. |
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