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Old 10-21-05, 04:06 PM   #31
Seeadler
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Quote:
Originally Posted by marhkimov
Meaning that 'reflex_atlantic' and 'Sky_atl1' will be 2048x1024.
Will the whole sky dome have to be re-done in order to accomodate the bigger textures?
Yes ...start your game with the 2048x1024 textures, I think it will look like the top of the sky is touching your head. Is an optical deception
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Old 10-21-05, 04:17 PM   #32
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Quote:
Originally Posted by Darkseed
Damn, I use both RuB and AIL's moon mod. Just have to wait for them to be updated then, really nice work getting this annoying thing fixed though! You've earned yourself a case of becks bier.
In RUb the only change in the scene.dat file is the underwater fog (water density) value. If you use SH3 Commander this value is adjustable anyway, so to get the RUb setting back just set the water density value to 4.
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Old 10-21-05, 04:17 PM   #33
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I have done it! NO MORE PIXELATED SKY!




Though in it's wake, I have created a NEW problem!!!



look at this unpixelated but ugly sky:





Yeah, Seeadler, you are right. The sky texture mapping will have to be fixed as well...

So, if you can edit the 'sky texture mapping' to accommodate my 2048x1024 sky templates, we should be all set... What do you think?


Wouldya? Couldya? Willya?
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Old 10-21-05, 04:21 PM   #34
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Default Re: Cloud distortion fix ready

Quote:
Originally Posted by Seeadler
A bugfix for the distortion above in the clouds...
Great work!

Can we add this to the RUb mod?
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Old 10-21-05, 04:35 PM   #35
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Default Re: Cloud distortion fix ready

Quote:
Originally Posted by Beery
Can we add this to the RUb mod?
yes, no problem
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Old 10-21-05, 04:44 PM   #36
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@ Seeadler

So, will it be possible for you to edit the 'sky texture mapping' to accommodate 2048x1024 sky templates?


I'll do the texturing if you do the modelling or hex editing.
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Old 10-21-05, 05:11 PM   #37
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Quote:
Originally Posted by marhkimov
So, will it be possible for you to edit the 'sky texture mapping' to accommodate 2048x1024 sky templates?
I´m on a business trip starting from sunday but end of next week I can give it a try
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Old 10-21-05, 07:11 PM   #38
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Since Seeadler won't be able to do it for a while, is there anyone else out there who can help me? All you have to do is edit 'SkyColors_Atl.dat' so that it will work with 2048x1024 tga's... I realize that I could wait for Seeadler, but I'm so impatient. Our skies need to be fixed, NOW!

PM me if you're willing and able to help!



BTW, Seeadler, may I ask what tool you are using to edit these meshes? :hmm:
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Old 10-21-05, 07:33 PM   #39
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Quote:
Originally Posted by marhkimov
Since Seeadler won't be able to do it for a while, is there anyone else out there who can help me? All you have to do is edit 'SkyColors_Atl.dat' so that it will work with 2048x1024 tga's... I realize that I could wait for Seeadler, but I'm so impatient. Our skies need to be fixed, NOW!
I thought SkyColors_Atl.dat was just a compressed version of two tga files. If it's only that file that needed to be adjusted, wouldn't it just be a matter of exporting and editing the tga file in question and then re-compressing it?
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Old 10-21-05, 07:45 PM   #40
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I might have been mistaken... Testing it again...
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Old 10-21-05, 07:56 PM   #41
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Probably, what needs to be changed is the file that tells SH3 what size the SkyColors_Atl.dat file is supposed to be. I'm not sure what file that is, or if there even is such a piece of code that controls that.

There is a file that controls such things - the data\Menu\menu_1024_768.ini file. But I'm not sure if this particular control is in there.
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Old 10-21-05, 08:29 PM   #42
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Unless you want to sail in the twilight zone, you can't simply enlarge the files.





(I'm guessing) someone has to edit each of the sky color DAT's, otherwise it won't work.

So who's gonna do it??? :hmm:
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Old 10-21-05, 09:29 PM   #43
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Each skyColor file only applies to one area. If we change the size of all three I'm almost certain they still won't work. The problem is not the bitmaps themselves or the dat file they're in. The thing we need to find is the file that controls what size the game will allow them to be recognized as. This file will probably be a cfg file, but it could be any file type, and it could be anywhere. I've looked in all the obvious places but I can't see it anywhere. Once we find it, it's just a matter of changing the values to 1024x2048, then the game will recognize larger files and we'll be able to make the SkyColors files larger.
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Old 10-21-05, 09:33 PM   #44
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I'm confident that those config settings you speak of are within the DAT files themselves. It might either take some hex editing (for which I am not qualified) or some kind of texture mapping (Seeadler seems to know).

Oh well, I guess we can just wait for Seeadler if no one else can figure this out...
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Old 10-21-05, 09:36 PM   #45
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Quote:
Originally Posted by marhkimov
I'm confident that those config settings you speak of are within the DAT files themselves....
I'll check into it. If they're obvious I'll find 'em.
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