It would be easier if you just make new posts instead of updating the original.
KYRIC wrote:So the DTEX looks good but the vertex mode blending options make it look all blurry/smudged. It would be great if it would instead identify two layers, and I just paint a second layer with specialized textures instead of blending.
It would be great if we could have support for 32b textures for layer 2 as well so that little details like flowers or rocks could be painted instead of looking all funky depending on the cmap's poor level of detail. IE, with the 8b alpha for blending. Or you could do it with 24b by checking the hue and not blend those pixels (of course not as powerful as 32b but more compressed).
There are undoubtely lots of ways you could think of to make the system better, easier, more powerful, etc. The current system was designed with specific hardware constraints in mind - for example it had to run decently on geforce 2 series hardware, which is what I was using while developing the system. At this point, the system pretty much is what it is, I don't see much of a case for investing a whole bunch of time making a new one. Frankly, while the current system is fairly dated as graphics technologies go, it still strikes a pretty good balance between performance and visuals - IMO.
It's very time consuming to export all the texture graphics by one. Would be great to dump them all to one folder.
You mean import right? You shouldn't really need to export the dtexes to images in order to dtex your map. I'm not really sure what you're trying to do here.
Also it's very, very tedious to create a new DTEX and assign it over and over and over and over as you are testing (can't overwrite and have to go through the GUI). I must have made and tested 20+ dtexs of the same thing to get something that finally looks right at the proper Myth zoom distance.
You can paste from the clipboard into an open dtex editor window. The change will then automatically and immediately be reflected in the mesh editor.