[Recruitment] BSP Shader Location Mapping

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ScottyGEE




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Post by ScottyGEE »

Your method doesn't necessarily work.
He is trying to divide up everything...With your method, could you tell me which shader (not the name, the dependency) in the bsp goes on the right top part of the wall on the main building.

No?

Thats because its not what he's looking for :P

Unless of course I'm wrong, what he's after is to break up each map into small parts so to be abel to skin more areas of the map. Lets say foundation, there could be lets say 13 instances of the ground shader used on the bsp. Well if this plan goes through, then we'll be able to skin 13 seperate sections of foundations floor...Get it?

Tell me if I'm wrong though :)
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Tural




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Post by Tural »

This seems a little unnecessary when you can extract the BSP with Entity and have the correct shaders when you import it in a good 3D program.
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Post by Picceta »

Oh I see what you mean, my way does work but just not on such a larger scale.

I suppose you could just swap every shader for a single different bitmap with a number on it. So you can just count the dependencies down. I'm just spitballing now though. :?

I personally wouldn't want to test EVERY single shader in a map, I did that while skinning a couple of maps and let me tell you, its NOT fun at all, maps like midship and terminal are a real bitch to do cause there are so many tiny little bitmaps all over the place..
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ScottyGEE




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Post by ScottyGEE »

Tural wrote:This seems a little unnecessary when you can extract the BSP with Entity and have the correct shaders when you import it in a good 3D program.

So let me get this straight, what you're trying to say that your 3d program tells the user which shader goes where in the same order that it shows up in the dependency list?
If not then its not unnecessary >_<
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Tural




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Post by Tural »

Supply me with a dependency list, or whatever, and I'll answer that question.
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Post by DJ_Gnomey »

Tural wrote:Supply me with a dependency list, or whatever, and I'll answer that question.
you are being lazy Mr. Tural. Why can;'t you go into any program (such as one with a dependency or lone id viewer like in entity or dothalo) and just look there.

Pff. Making others do your busy work. lol
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Post by JacksonCougAr »

lol; I need to do it my way for a couple of reasons.
1] Its easier to SEE when they're is black and white contrasts.
2] By doing each shader separately you get a very easy idea of what goes where.
3] Its for an appendix in SoTS so I want to do it awesomely <_<
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Anthony




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Post by Anthony »

if I get around to finishing this app then it should help :p

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Last edited by Anthony on Fri Jun 29, 2007 12:37 am, edited 1 time in total.
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Post by OwnZ joO »

Wow that's lookin nice Anthony.
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