Rim Walls

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Scorpwanna
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Rim Walls

Post by Scorpwanna »

For a moviepack is there a way to have more than 4 (a-d) rim_wall pngs?
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AI-team
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Re: Rim Walls

Post by AI-team »

well there are only 4 rim walls xD
  
 
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Tank Program
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Re: Rim Walls

Post by Tank Program »

AI-team wrote:well there are only 4 rim walls xD
Just in case you didn't notice, that's a joke. I believe it's hard coded at 4 textures. They repeat going around. That number is independent of the number of axis (rim walls). The textures can be, I think, at any power of two resolution. Not sure what happens when they're not square.
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Z-Man
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Re: Rim Walls

Post by Z-Man »

Tank Program wrote:Not sure what happens when they're not square.
Nothing unexpected. You can use non-square textures and suitable stretch factors to get the same effect you'd get with more textures. The four texture split was only done because back then, the common texture size limit was 256x256.
Scorpwanna
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Re: Rim Walls

Post by Scorpwanna »

Stretch factors?

edit: Ahh, I gotcha! :D Thanks for the info. what about floor grid size? I've tried to change it but it wont scale.
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Z-Man
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Re: Rim Walls

Post by Z-Man »

Did you try the GRID_SIZE_MOVIEPACK version?
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Re: Rim Walls

Post by Scorpwanna »

Ahh, that worked, cool. Is there a way to individually color the AI bikes on your team?
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Z-Man
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Re: Rim Walls

Post by Z-Man »

Not in any way you probably would like. You can change the team color as a whole, the individual colors AIs more or less randomly pick are hardcoded and blended with the team color.
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