#4453114 - 12/13/18 03:04 PM
Re: 160 Transparency link files
[Re: MrJelly]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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Ok, good enough.
It's not a problem to include a blank MRA file with the MEX files to avoid CTD's.
The MX files do not need a transparency if they are used for the middle and long distance models because at the view distance that the models come into play you can't see if the glass is transparent and most of those models don't even have props
They would be needed it a modder utilized the MX for something else, as Mike has done.
But as I said, it's not a problem to include an "empty" MRA file if it means Mike's stuff, all 700 or so files, doesn't have to be changed.
Heck, even paranoids have enemies.
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#4453115 - 12/13/18 03:26 PM
Re: 160 Transparency link files
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Veteran
Joined: Apr 2002
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Montagnac, L'Herault, France
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I have PMd Mike about it because I prefer to know the real reason for the MRA in his files In most cases is looks like Plane01Y.3dz referencing Plane01MX.PCX and therefore Plane01MRA.PCX 1. If these existing MRA files are blank, and therefore just there to prevent a CTD then we do not need them or the mapping, so we use fewer files. 2. if they serve a purpose then we need them, and any new skin with the MX will need its MRA file (blank or otherwise) to avoid the CTD. Fortunately so few people have worked on multiskins and made them available that we should be able to decide whether it is 1 or 2 and act accordingly
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4453125 - 12/13/18 04:47 PM
Re: 160 Transparency link files
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Veteran
Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
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Comparing Mike's Plane01 for the B-17F and Chompy's original Chompy used the MEX a lot but there was no MRA Where there are equivalent 3dzs the TPCs match perfectly. TX-TEX BX-BEX N-N LX-LEX RX-REX MX-MEX There was no MEX=>MRA mapping so Chompy had no MRA file, so his the MEX file did not need a transparency even though the MEX is used for the L, M, R and S 3dzs Mike uses the MX for the U and Y 3dz files which Chompy did not include. They are not in the default CDF either. The more I see of this the more I am convinced that the MRA files have no real use
Last edited by MrJelly; 12/13/18 05:03 PM.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4453135 - 12/13/18 06:03 PM
Re: 160 Transparency link files
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Veteran
Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
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This is the "PBB1701mra.png" picture made for posting here but from the "PBB1701mra.PCX" extracted from Mike's original "PBB1701mra.TPC" It looks almost blank, so I do not think it works as a transparency. This may explain why the B-17 props are always blocky. The link "PBB1701mx.TPC"=> "PBB1701mra.TPC" was working. The one that was never set was the "PBB17mex.TPC"=> "PBB17mra.TPC" for the base skin.
Last edited by MrJelly; 12/13/18 06:07 PM.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4453421 - 12/16/18 05:06 AM
Re: 160 Transparency link files
[Re: MrJelly]
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Joined: Jan 2006
Posts: 1,506
Brit44 'Aldo'
Every Human is Unique
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Every Human is Unique
Member
Joined: Jan 2006
Posts: 1,506
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Tony, Check that the player's "current" texture pointers are cleared and reloaded when jumping planes. All of the texture pointers for multi-skins, other then the leader, are stored in the lettered 3dz for Wingman. The leader plane is the assumed player. I never considered the player jumping planes when I did the multi-skin for EAW, but I did work out the bugs in Lar's jump code or PE.
Make sure you have an array for each model part that is needed, or the game engine will grab random blocks.
It seems to me that you are dealing with pointer mismatches. The arrays I created are memory locations where the game originally loaded the unique object and it's texture. If you have all of the parts of a model entered into arrays at load time, you will be able to access that 3D model, at any time during the simulation. Try to leave these arrays intact if you copy the data to the leaders data. Create a new set of arrays if you also need to keep the pointers for the leaders plane.
Something to remember is that debug builds always fill arrays with 0s. With release builds, any newly created arrays contain what ever data is in that memory block
Last edited by Brit44 'Aldo'; 12/16/18 05:07 AM.
TPA who TWI "The 10th Amendment simply says that any powers that aren’t mentioned in the Constitution as belonging to the government belong to the states themselves."
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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