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Topic: Some questions about editor
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666641bd77e3cStaticZ

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I do not understand the question you do me the honour to ask.
The question was about files load order. When engine (game\editor) start level it load some files (textures, scripts, models, sounds and so on), so it can load *.osm files before them all or not. If it loads it first as *.osm is standart *.dll it's good way to load mod hook that can redirect some cals to another files for example.

666641bd7808aNameless Voice

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.osm files are scripts, so it can't load them before the scripts. :)

Otherwise, I don't know.  It shouldn't really matter.  I don't get why you'd want such a hook.  What would it let you do that you couldn't do normally?

666641bd783a4StaticZ

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I don't get why you'd want such a hook.  What would it let you do that you couldn't do normally?
For example combine *.STR files at runtime. When engine will create "OBJNAME.STR" file hook will map it into memmory - write to the end "OBJNAME.STR" from addon. So engine will work with 2 files like it will be one. So mod text will be separated from original data, so it can be installed on any localisation and version of game.

666641bd784baNameless Voice

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A string combiner?  Interesting.  Though it's also something that a mod manager tool could do when installing mods.
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What advantages would it have over just copying out the original string files, altering them as desired then putting them into a mod folder?

666641bd78832StaticZ

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What advantages would it have over just copying out the original string files, altering them as desired then putting them into a mod folder?
Different users may have different version of original string files, and they willn't be glad to replace them to other. Also It will be able to install such mod with others

666641bd78940StaticZ

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Are any commands for inc\dec UV textures coordinates and texture scale factor? It's really very hard without such hotkeys.

666641bd78a62StaticZ

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I found for myself nice command: "history_cmd -1" (which is originaly bind to ctrl+p). This allows to show previous command in cmd. Very helpfull, but unfortunately only works in one direction (i.e. "history_cmd +1" seems have no any effect)

But I still can't any commands for texture coordinates.  :(

666641bd78b46Nameless Voice

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I don't think there are any.

666641bd78c5aStaticZ

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This is a big omission. Without them even fit on a single texture takes a long time.

666641bd78d47Nameless Voice

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You should be typing in the values most of the time.  It's quite fast.

666641bd78e9aStaticZ

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Not such fast, it's even take much time for seting focus on it. With brush coordinates it can be done by alt+a,s,d,... The other problem is that i never know exact coordinate values.


one more qustion - I read about water and flows, I see there is a way to set a water color, but this doesn't change texture color, so it stays transparent. Is a way to change it alpha? I see "Renderer->Texture Color" in flow(object) properties, but it don't take any effect and I can't find any info how it used.


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You've found the water colour entry in mission parameters? I've used them to make water completely transparent, so I presume there'd be no problem going more opaque if you wanted to.

666641bd79326StaticZ

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You've found the water colour entry in mission parameters? I've used them to make water completely transparent, so I presume there'd be no problem going more opaque if you wanted to.
Yes, but this parameter is color of water itself. For example if we make it not transparent (i.e. alpha = 1.0) it will make it only underwater. I.e. I set color smth like A=0,9 R=192, G=B=0 this what i get when I'm under whater:
Image: http://smages.com/images/pic201eoe.png

But if you get out of it and look on whater outside it will be look like this:
Image: http://s2.ipicture.ru/uploads/20130617/WTp53shz.png

As you see inside whater it's not transparent, but outside it's transparent.
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