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FPSC Classic Product Chat / wondering about how texture resolution...

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Dr Evil
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Joined: 3rd Nov 2003
Location: Evil Lair
Posted: 3rd Feb 2005 12:47 Edited at: 6th Feb 2005 22:17
wondering about how texture resolution will hold up in game. will it create mip maps by itself or will we have to? i was working on some textures and stuff in anticipation of fpscreator and started wondering.
oh yeah and will we be able to leave blast marks on the walls? from things like rocket launchers...

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Mr Flowerkohl
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 3rd Feb 2005 14:34
blast marks wtc. are possible. theyre made from decals. you also can have blood splattering on a wall when you shoot an enemy.
besides....whats that pic ? i see some very good textures...looks like bump mapping

yeah...thats the ticket !
Van B
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Posted: 3rd Feb 2005 17:37
It will create mip maps for you, or if you use .DDS files you can control the mip mapping, .DDS files are like compressed images that can hold all the mip maps and alpha channels and are perfect for DX engines like FPSC and DBPro.


Van-B


It's c**p being the only coder in the village.
Dr Evil
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Posted: 3rd Feb 2005 20:07
Quote: "besides....whats that pic ? i see some very good textures...looks like bump mapping"

thanks. those are the textures that spawned my question. I am (like everyone else) greatly anticipating the release of FPSC, so i started making textures and stuff for when it comes out. theres actually no bump mapping yet.
Mr Flowerkohl
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Posted: 3rd Feb 2005 20:13
nice textures *sigh*

yeah...thats the ticket !
Dr Evil
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Posted: 4th Feb 2005 03:07
Mr Flowerkohl- thanks, i put a lot of work into them.just wondering... what's the sigh for?
Mr Flowerkohl
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Posted: 4th Feb 2005 14:30
i think it was the wrong word. my english is not sooooo good ^^

yeah...thats the ticket !
Dr Evil
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Posted: 6th Feb 2005 22:18 Edited at: 6th Feb 2005 22:18
still working on textures and waiting for Feb 11.

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Dr Evil
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Posted: 6th Feb 2005 22:42
decided to give away this texture. hope you guys like it.

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