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fromhell
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« on: April 01, 2007, 05:55:01 PM »

or are there shaders missing? Ammo prisms have their glowy bits nulled and the lightning is very ugly
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dmn_clown
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« Reply #1 on: April 01, 2007, 07:12:00 PM »

They're working fine here.
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fromhell
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« Reply #2 on: April 01, 2007, 07:40:19 PM »

Not for me :\

I have no additional pk3s other than the ones built with the bat file
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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« Reply #3 on: April 01, 2007, 08:10:48 PM »

Weird, no extra pk3s with shaders in them and just the clown, oalite, and oapowerups shaders in my user data directory. 

Which bat script did you use, Build-pieced or Buildpaks?
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fromhell
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« Reply #4 on: April 01, 2007, 08:24:29 PM »

I used Build-Pieced because you can select Sarge from the player model screen that way
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Amphetamine
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« Reply #5 on: April 01, 2007, 08:36:58 PM »

dmn_clown: Looking at your screens there, the dotproduct2 terrain shader isn't working right.
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« Reply #6 on: April 01, 2007, 08:44:12 PM »

@fromhell try rev 213 missed an end bracket.

@ amph the shaders are working properly, its just the texture's alpha channel that's b0rked
« Last Edit: April 01, 2007, 09:35:45 PM by dmn_clown » Logged

fromhell
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« Reply #7 on: April 01, 2007, 10:59:13 PM »

ok got it, but it seems the fires in shouse are still broken =\
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Amphetamine
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« Reply #8 on: April 02, 2007, 04:14:21 AM »

The Alpha needs to be very light:



Handily enough I'd posted this in a thread on map-center where a guy was asking me all about dp2 terrain.

Best bet just to copy your main image into the alpha chan and then tweak the brightness/contrast until it's how it needs to be. PS will automagicly grayscale the image when you paste it in vhe alpha channel, not sure if GIMP will though.
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« Reply #9 on: April 02, 2007, 07:37:12 AM »

dammit
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fromhell
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« Reply #10 on: April 13, 2007, 10:49:21 PM »

dm5 has some broken shaders along the electric pipes and portals too


Stairs in shouse still broken.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
dmn_clown
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« Reply #11 on: April 14, 2007, 08:38:37 AM »

try it now
« Last Edit: April 14, 2007, 09:01:47 AM by dmn_clown » Logged

fromhell
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« Reply #12 on: April 14, 2007, 02:29:16 PM »

yay, works now Smiley
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
sago007
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« Reply #13 on: April 14, 2007, 04:29:12 PM »

I really thought it was just me but then again I had just moved to another computer so a configuration problem was expected...

But its good it works again
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« Reply #14 on: April 14, 2007, 05:32:36 PM »

no, I did some reorganizing of the shaders and forgot to add a new one to my local repository.
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