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Posted: Thu Jul 19, 2007 6:28 pm
by iron
Ok Sharp, I'll keep your meshes & captures targets
That reminds me, I'd better download your plugin...
Posted: Thu Jul 19, 2007 9:53 pm
by Eddaweaver
iron wrote:Ok Sharp, I'll keep your meshes & captures targets
No I meant I'd rather you ported VRPP again if it meant a better quality outcome.
Posted: Mon Jul 23, 2007 1:52 pm
by vinylrake
Eddaweaver wrote:The vTFL Pathfinders are really bad and don't act like TFL Pathfinders. They make VRPP unplayable. To have VRPP in Myth 2 would necessitate a fresh and acurate port of the TFL Pathfinders, which I am not able to do.
Way back in the dark ages, Demontheses (sp?) created a Myth II plugin that replaced M2 dorfs with TFL pathfinders - the plug used to be in the udogs HL server (might still be?). Read about it here:
http://www.mything.org/index.php?a=map- ... 0000001067
Posted: Tue Aug 21, 2007 10:59 am
by Avatara
Not trying to bother anyone, but is this project still alive? I really miss these maps.
Also, the guys from MWC made a M2 version of Raisin Barn. I was like, "Wow awesome". But then I found that it's not vTFL compatible.
Posted: Tue Aug 21, 2007 2:21 pm
by king paris
its not vTFL compatible because they toyed with it and made some unit settings / ball settings different (i believe).
Posted: Tue Aug 21, 2007 6:21 pm
by iron
The project's still underway, but I've slowed down on it a lot. One of the primary features in 1.7 will be
mesh detail layers, which I've been spending much of my spare time on recently.
Posted: Wed Aug 22, 2007 6:44 am
by Avatara
Cool, thanks for the continued effort.
...
Posted: Mon Aug 27, 2007 4:36 am
by TheHelmet
Hey iron, would you have to go back and change anything in the original cmaps, or plugs for the detail texturing to work or are they done completely by the engine itself?
From the info page I'm assuming there are several mesh detail layers and they will be sorted by terrain or something? Or does it use one detail layer for all terrains?
Posted: Mon Aug 27, 2007 9:39 am
by Myrd
Detail layers come from 'dmap' tags, each corresponding to an existing color map. Each 'dmap' tag references many 'dtex' tags.
We will be adding a new type of plugin, called an "add-on", that will be restricted to only certain tag types that won't affect gameplay, and these will be completely optional.
One player may have such an "add-on" in his plugin folder, that will add the textures, while another may not, and they will be able to play in the same games.
We will release a texture pack for all the original Bungie maps, and possibly some third party maps, and other players may make their own such texture packs too...
Posted: Mon Aug 27, 2007 11:22 am
by vinylrake
Myrd wrote:One player may have such an "add-on" in his plugin folder, that will add the textures, while another may not, and they will be able to play in the same games.
We will release a texture pack for all the original Bungie maps, and possibly some third party maps, and other players may make their own such texture packs too...
Sounds a bit voodooish, but if it works that sounds like a nice elegant solution.
Can't wait to see these ingame!