SS_PanzerLeader Posted January 24, 2000 Share Posted January 24, 2000 Hi Steve, I have been fiddling around with the graphics trying to do some different things with various bmps , I figured out how to make things disappear, In doing so I realized the CM was only rendering graphics onthe outsides of the buildings, i figured this out when I altered a tile to try and change the appearance - My question is; Is there anyway to show the bitmap as two-sided rather than one? This is most likely a coding issue I'm sure but I'm hoping it isn't, because it would open up so many possibilities. Thanks ------------------ SS_PanzerLeader....out Link to comment Share on other sites More sharing options...
Guest Big Time Software Posted January 24, 2000 Share Posted January 24, 2000 Big coding issue In fact, it is impossible to map two textures onto one polygon (or one defined area). We would have to have a second set of walls for each and every building. Steve Link to comment Share on other sites More sharing options...
Fionn Posted January 24, 2000 Share Posted January 24, 2000 Why would you want to draw on the inside of the house ? Is that what you're asking to do (a little confused)? ------------------ ___________ Fionn Kelly Manager of Historical Research, The Gamers Net - Gaming for Gamers Link to comment Share on other sites More sharing options...
Moon Posted January 24, 2000 Share Posted January 24, 2000 I bet he tries to make partially destroyed buildings with holes inside or a complete wall torn down or something... Link to comment Share on other sites More sharing options...
Guest Zigster Posted January 24, 2000 Share Posted January 24, 2000 Or a little interior decorating. We soldiers are artists after all Link to comment Share on other sites More sharing options...
SS_PanzerLeader Posted January 24, 2000 Author Share Posted January 24, 2000 Moon gets ther cookie , that is what I was attempting to do but unfortunately this isn't possible as theinner wall facings fail to render ---oh well I tried, but there are still other things I can do Thanks for Responding so promptly Steve ------------------ SS_PanzerLeader....out Link to comment Share on other sites More sharing options...
SS_PanzerLeader Posted January 24, 2000 Author Share Posted January 24, 2000 Steve, i jsut thoought of another question , If i were to have holes render on each opposing wall will this render as a hole with regards to LOS? THanks ------------------ SS_PanzerLeader....out [This message has been edited by SS_PanzerLeader (edited 01-24-2000).] Link to comment Share on other sites More sharing options...
Doug Beman Posted January 24, 2000 Share Posted January 24, 2000 If you're just changing graphics for the walls, then no, holes won't affect LOS. If you're talking about changing the actual wall-code and declaring certain areas to be holes (and I didn't get it at first) then I dunno. DjB Link to comment Share on other sites More sharing options...
KiloIndiaAlpha Posted January 24, 2000 Share Posted January 24, 2000 --- Big coding issue In fact, it is impossible to map two textures onto one polygon (or one defined area). We would have to have a second set of walls for each and every building. --- ? Could you not check if the viewpoint is internal to the building and then map the corresponding texture to the walls? i.e if (vpInternal()) {map(internalTexture)} else {map(externalTexture)} Link to comment Share on other sites More sharing options...
Mark IV Posted January 24, 2000 Share Posted January 24, 2000 SS: I just started fiddling with the church myself. I'm curious about a couple of things: How did you make transparency? How do the darn roofs work? The church tower seems to be comprised of the same 4 .bmps, but on the two sides the roof apparently lays over the upper story. How do it know? What sets the pitch of the roof and puts it there in the first place? Also, in views 3 and below pixels from the original .bmp seem to be smudged- they are blended into a lower resolution and averaged colors. Is this a function of my pathetic video accelerator (laptop) or do you get the same thing? It means choosing individual pixell colors very carefully, not WYSIWYG. Link to comment Share on other sites More sharing options...
CoolColJ Posted January 24, 2000 Share Posted January 24, 2000 Mark IV THat's a result of small texture sizes scaled up In a way its good, you just draw any odf thing down, and it blurs it wonderfully for you I use dthis to good advantge in my tweaked uniforms LOL ------------------ ------------------ CCJ BLITZ_Force My HomePage -----> www.geocities.com/coolcolj/ Check out my Tweaked Textures for the CM Beta Demo and my Saving Private Ryan Sound Set mod! Oh Yeah - Have a listen to some of my music too! When i get my record deal...you may have to pay for it ... Link to comment Share on other sites More sharing options...
Doug Beman Posted January 24, 2000 Share Posted January 24, 2000 KIA, the problem is that if you have a unit inside a building, and you're checking his LOS, there will be other units outside checking THEIR LOS into the building. If the unit inside sees a hole in the wall, but the units outside don't see that hole (it's just big enough to poke the business end of a bazooka through) then you'd still have the problem of having one polygon for the wall that you can only map on texture on. DjB Link to comment Share on other sites More sharing options...
SS_PanzerLeader Posted January 24, 2000 Author Share Posted January 24, 2000 Mark IV The transparencies are gained by finding a graphic that contains a large amount of a peptol bismol pink color - these are used as a backdrop color, apparently this color is coded to be invisble. Simply open the file with the pink, use the eyedropper tool in Photoshop ( if ya have it) to make the palette that you work from that color, then use the appropriate tool to color the area desired to be invisible. As far as the tower goes you cannot alter the tower's physical shape only its general appearance - I've already tried, the builings roofs all come from the same tile. Therefore you cannot remove the shingled portion on the pitched sided of the tower, which allows you to only alter on side of the tower :-(. I found the best way to work withthis stuff is to magnify the image to 1000% ( some worked well at 500%) then do what needs to be done. you must restore the file to its original size in order to save it and use it, If you do not you will get no texture on the polygon. I do not work in pixel mode - I found it simpler to work with the airbrush ------------------ SS_PanzerLeader....out Link to comment Share on other sites More sharing options...
Mark IV Posted January 24, 2000 Share Posted January 24, 2000 SS: Thanks. I use Paint Shop Pro 6 and can sample color same way. The roof is pitched more steeply on some buildings than others, it seems (compare church tower to the huts near the intersection in CE). Maybe that's just a function of how far apart the walls are? So far, I was able to turn the church into something like a gas station with a triceratops on the roof . Encouraged by that, I plan to keep at it. Link to comment Share on other sites More sharing options...
SS_PanzerLeader Posted January 24, 2000 Author Share Posted January 24, 2000 Mark IV no prob man, Id like to see your church revision when its ready As far as the roofs o I would imagine the dimensions are coded and the tile adjusts according to the dimensions, Rubble is another example. Link to comment Share on other sites More sharing options...
Richard III Posted January 25, 2000 Share Posted January 25, 2000 Mark IV-- Actually, I'd like to see "something like a gas station with a triceratops on the roof." Germans invade Disneyland scenario anyone? Perhaps you can go for that gas station in the SW United States with a B-17 on the roof? Link to comment Share on other sites More sharing options...
Guest Big Time Software Posted January 25, 2000 Share Posted January 25, 2000 KIA, for all I know you are correct. I ain't a programmer It was my understanding that it would be quite impossible to do this, but it might be that it could be done. However, the other issue I didn't mention was VRAM. The texture set for buildings would take up 2xVRAM. Not worth it in our opinion. Also, a note about the Pepto Pink This is a binary thing, so either you see color or you see straight through the texture. There is no inbetween. That stuff needs to be coded as it is a hardware issue, not an art one. Steve [This message has been edited by Big Time Software (edited 01-24-2000).] Link to comment Share on other sites More sharing options...
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