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FPSC Classic Product Chat / Alternative texture_I problem

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Tax 78
16
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Joined: 23rd Sep 2009
Location: Italy
Posted: 9th Feb 2012 17:29
The alternative, texture_I is not compatible with FPSC?

see image

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Tax 78
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Joined: 23rd Sep 2009
Location: Italy
Posted: 12th Feb 2012 11:43
Nobody knows?

Or do not understand the image?


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Red Eye
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Posted: 12th Feb 2012 12:16 Edited at: 12th Feb 2012 12:19
Do you mean the alttexture that you can set in the entity properties?

In that case...

From the source code, I believe the altexture only supports _D2 maps.

This means it can change the base texture, which is the Yello Red light, but he cant change the _I map, for that you need a shader.

If you didnt meant the property and you are already using a script+shader for this, all I can think of is to double check your paths to the _I texture. Which shader are you using?

Cheers,

Tax 78
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Joined: 23rd Sep 2009
Location: Italy
Posted: 12th Feb 2012 20:24
Thanks for reply

Quote: "Do you mean the alttexture that you can set in the entity properties?"

Yes

Quote: "From the source code, I believe the altexture only supports _D2 maps."

Exactly, as I thought.

Quote: "all I can think of is to double check your paths to the _I texture. Which shader are you using?"

in .fpe
Quote: ";Visualinfo
textured = texturebank\Warfare Community Pack - Textures\Titan Silo\Animated antenna\switch-off_D2.tga
texturealtd = texturebank\Warfare Community Pack - Textures\Titan Silo\Animated antenna\switch-on_D2.tga
effect = effectbank\illuminationent\illuminationent.fx"


Use script:
aiinit = appear1.fpi
aimain = switch.fpi
aidestroy = disappear1.fpi

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rolfy
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Posted: 12th Feb 2012 20:38 Edited at: 12th Feb 2012 21:06
The simplest way to do this would be making the _I map mask light both colours and make the alternate diffuse 'off' textures dark. For example red is untouched and green is dark coloured, when throwing the switch the alt texture has a dark red and bright green colour.
The illumination mask would of course light both but with the darker colours in the alt diffuse textures they would appear to light on and off.
Hope this makes sense.

Since your using a community pack I have no idea if the alt texture is even there, check to see if it any different from the default and that it has the correct _I texture.
To test its working try one of the sci-fi stock switches.

Bond's metro theatre uses a shader to actually change the Illumination but I dont know that it is scriptable to prevent it constantly looping between the lit and unlit as it may use a single texture sprite map.

I cant be certain without actually testing it myself but since the sci-fi switch 2 uses both off and on _I maps it may be that the _I alt texture is selected when the alt texture changes, ON_I is used with ON_D2 and OFF_I is used with OFF_D2. It would make a lot of sense if it worked this way. Look a little closer at these particular textures and try out this switch before going any further with the one your trying to use.

Awesome! Its one of those threads.

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