Blue or green water?
This is likely caused by the FM using a custom water texture (like Eshaktaar's) that uses fewer frames than the EP water texture, so the engine uses the ones in the FM for the first X frames, and then those from the EP for the additional ones (since their number goes higher), then loops back to frame 0.
Edit: Didn't have it right first time.
I experienced this if cam_mod.ini contained:
The problem disappeared if I changed that line to :
Because ep2 contains t2 water that line can be shortened to:
Here's a video of the problem: http://youtu.be/7-2mtpTUGak
Last edited by ffox; 7th Jan 2014 at 06:17.
So I put the correct menu file in the T2 directory and Now I get the textures but now the NewDark textures are gone and the old ones are back. Also v1.21 is at the top of the Dromed and there is the Mono screen as well. When I use ALT+T I get the new style texture palette but each texture is just a blank box so I have to guess. I'm almost there....
you need to have that extra thief1 bit in your cam_mod.ini to avoid that;
Updated with all textures up to 00:00 GMT on the 14th of January 2014.
win325s.mtl has no
tile_factor 2 1
I don't know if this was done on purpose.
Thanks, I've updated my pack. Beat Shipping and Receiving today, didn't see anything really strange.
the healing potion is still untextured in the purchase menu. also, water looks vastly different when viewed from underwater - incorrect settings in blout.mtl, I believe (should be terrain_scale 512, not 32).
Last edited by voodoo47; 18th Jan 2014 at 09:00.
It's not untextured, it's empty!
It happens because the glass is transparent, but the loadout uses software rendering where transparency doesn't work. I guess I could fix it by not using transparency, and having the glass itself liquid-coloured.
Those water texture scales were taken directly from T2water - does T2water have the same issue? I noticed it looked a little odd, but wasn't sure if I should change it or not.
the orig T2 water is pre-NewDark, and is using ddfix overrides, which would be equivalent to terrain_scale 256. one way or another, having terrain_scale 512 for blin and terrain_scale 32 for blout makes no sense - they should be the same.
also, whatever the cause, the healing potion should be fixed, if possible - the all-white model looks just weird.
Both will be fixed in the next update.
... I fixed the potion by putting the liquid on the outside and the glass on the inside. You can't really tell the difference, but the outer texture (liquid) appears in the loadout.
maybe using the way the other potions (invisibility, slowfall etc) are set up would be the easiest way, but whatever works.
also, here is the less crappy blackjack hand texture again - included are both T1 and T2 versions, using EP2 folder structure, just import into the crf and all should be fixed.
also, something should really be done about those swordhands.
//forgot to include the motions, please redownload (bjhand_epfix1.7z).
Last edited by voodoo47; 19th Jan 2014 at 06:08.
What do the motions do?
the new T2 hand model will not work properly with the default T1 motions, you need the T2 motions to retain the proper shape and movements of the new model. without them, the model will look weird, sort of collapsed on itself.
Someone should really make truly good-quality hand models now that the "rendered inside-out" bug is fixed.