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gmax Community and Support : Gamepak: Tempest : Tempest For Irrlicht + Some Bug Fixes
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Sypher_5
Advanced Poster
270 Posts
Tempest For Irrlicht + Some Bug Fixes
Posted 19-Feb-2007 7:52 PM
Modified by Sypher_5 On 19-Feb-2007  7:54 PM

Using Tempest again for making maps for Irrlicht and have installed and modded the directories successfully first try. Hurray !
First I'll note that the Shader nav does not support 32 bit TGA's, so if your Shader Nav is crashing, this is why. If you create a fancy shader, the first entry ( the one it displays in Shader Nav ) can not be a 32Bit TGA. This may also be the same with PNGs or Gifs and as such is a transparcny bug of some sort.

You may note that when you create a brush and apply a shader, move the brush and then compile ( or open in Radiant ) its placement is off. This is because it sets the default shader offset in relation to 0,0,0 ( World Spawn ) when the brush is created. This means that you have to create the brush exactly where you
want it when you create it.

I note that when you cut a brush the newly created face gets a new set of correct ( very close ) shader placement co-ordinates. Is there anyway to find out what happens when you click here ?
http://img83.imageshack.us/img83/9210/temestqdl0.gif
Idealy a scipt that would allow you to select a brush and then rebuild the faces thus getting the new faces would become very handy.




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