Planet problems
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On the .sph file, in the nodes, I understand the first 4. Example:
M0 = -x /left
M1 = +z /front
M2 = +x /right
M3 = -z /back
M4 = ? +y /top (maybe)
M5 = ? -y /bottom (maybe)I know they have to be flipped vertical, the first 4 nodes, but which way to flip the last 2? Flipping the last 2 vertical isn’t right, as the edges don’t match.
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I’ve never had to flip any texture for mapping onto SPH files, so I’m not sure what you mean by that.
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Always DDS. TGA serves no purpose, especially for planets, which should always have square power of 2 textures.
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The UTFEditor will always have the “Flip” box checked, whether the texture should be flipped or not. If the texture is a DDS, you should NOT flip the texture, ever. Just untick the box to see it as it will be used by the game.
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The game will flip TGA textures upside down. It will leave DDS textures intact.
UTF Editor by default displays textures upside down, regardless of format.
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Thanks FF, got it to work, though flickering is a issue now. Used the hack, no go. Anything over 200k away from your spot flickers. (wonders how Swat did it in thier Sol system, seen it on youtube ) But I have another question. I asked before, did a search on it here first, about FL material types. The link to LS’s old forum is dead. Anyone have the types and what exactly the do?
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Try this link, don’t know if it has what you are looking for…
http://dl.dropbox.com/u/10971457/Freelancer/Digital Brilliance backup.tar.gz
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D = Diffuse
O = Opacity
E = Emissive
c = Color
t = Texture
Two = two-sidedThat’s basically all you need to know.
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Nah, it’s a special node type, just like Nebula in starspheres. They have unique properties.