gametechmods
Robot Arena => General Support => Topic started by: Resetti's Replicas on October 16, 2010, 03:37:59 PM
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When I clicked on the shiny Hub Wheel, I saw that something weird had happened to the shiny part:
(https://gametechmods.com/uploads/images/96687awesomeglitch.PNG)
I haven't touched any of the Shiny Hub Wheel files, this happens randomly like an encounter with a shiny Pokemon. What causes this, and how do I make it happen on command? (because I think it looks really cool)
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This has happened to me as well. I remember reading somewhere why it happens. I think it has something to do with the file names being mixed up.
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That glitch = Awsemsauce
no idea why it happens though
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I get something like that whenever I try (and fail) to import any custom paint :laughing
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Yes, that's the standard .bmp file that appears 75% of the time when you skin something wrong.
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I haven't touched any of the Shiny Hub Wheel files,
you dont have to...
you could have skinned or made another component with the same map name and thats effecting it
I found this issue with an arena floor before (yeah :P) I found it by doubling the size of the BMP skin which the game didnt like...
doesnt do it will all skins so I guess its how the skin is applied to the model.
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how do I make it happen on command? (because I think it looks really cool)
Replace generic_refmap2.bmp in the shinywheel folder with any .bmp (doesn't matter what's on it) of random dimensions. Example: 47x89, or 111x61. That should work.
Though I've never heard of anyone TRYING to get this glitch... usually it is unwanted and unintentional.
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how do I make it happen on command? (because I think it looks really cool)
Replace generic_refmap2.bmp in the shinywheel folder with any .bmp (doesn't matter what's on it) of random dimensions. Example: 47x89, or 111x61. That should work.
Yes. This happens because, like most 3d game engines, RA2 uses a quadtree-based texture manager (hence all the textures must be squares - makes the algorithm a lot simpler). When you create a non-power-of-two texture, the engine craps out (I don't know on which step exactly) and feeds DirectX coordinates that are still on the texture "plane" (where all the textures are stored), but it also grabs pixels from other bitmaps, random-ishly.
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Basically, when the texture file of the component is not 64x64, 128x128 or 256x256, then it glitches up and does that.
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Shiny hub doesnt even have a texture file.
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Shiny hub doesnt even have a texture file.
It does... for the wheel's outer rim. The shiny part, however, has not.
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Shiny part is using generic_refmap2.bmp. Dunno how the game mixed that up >.>