arden05 wrote:StingRay68 wrote:I changed the material texture used (at the corners of the stadium) to jumbotron, also had to change the texture used with the models to jumbotron, and the newer area of the tmdl called 'Swap' which has something to do with software processing. Had to add those models to the same process that the other 2 jumbotrons were using. Some of this I added into the editor already, a couple things I did by hand with a hex editor.
I will update the editor code to handle all that, I just wanted to make sure it was going to work before I spent the time fixing the code.
I did not add new models to the stadium. I believe that can be done, but that is a lot more work to do for the model editor and a better mmap editor is going to be needed too.
As an example, if someone wanted to make neyland stadium, and wanted the seating sections in the stadium to have the white and orange checkerboard pattens. The model would have to be changed so that the sections that were to be white would have to be separated from the orange sections and each would have its own model. The mmap section would also have to be changed so that there were 2 crowd textures, people wearing mostly white colors and people wearing mostly orange. I'm not sure that is possible with the currently available mmap editors?
Wow This sounds like a HUGE breakthrough is on the horizon. What would this potentially mean for player models? Can some of the same methods used in stadium editing apply? Or is that a whole other issue/project? Thanks for everything you've done so far Sting
Whole nother beast. There is a lot of what directdraw and wavefront .obj call "face data" that is currently unknown. Tells 3D programs to draw surfaces/mesh (the surface that textures get applied to) at specific points between specific vertex locations.