Out with the old, in with the new. - NemPosted: Jan 9th, 2007 - 10:15:42 pm

I realize I haven't updated my site in a while, so I thought I'd take a minute to let all of you who have made feature requests over the past few months know that I haven't forgotten about you. So just what have I been up to?

First and foremost, I've released version 1.6.3 of GCFScape. This new version features configurable columns for viewing additional properties, removal of the File Mapping requirement for defragmenting GCF files (to prevent an overzealous Windows from caching the entire file) and relaxed GCF file integrity checks; all community requested features. As always it can be found here.

Lastly, I've been hard at work on Crafty, implementing the dozen or so features that have been requested. Unfortunately, I bit off a little more than I can chew which means the next release is still a few weeks off (and rapidly approaching the feature set I'm looking for to take it out of alpha). VBSP upgrades include cloud shaders, fog entities, dynamic lighting, improved 3D skybox support and corrected lightmaps (still not quite right):

Object Viewer
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1. Man NayPosted: Jan 17th, 2007 - 5:56:01 am
Speaking of Crafty, I've noticed a minor bug: multiple framed VTF are animated even if the AnimatedTexture proxy is missing from the vmt. You can see an example of this inside the supermarket of cs_market_2 (http://www.poutre.free.fr/index.php?url=maps)

2. NemPosted: Jan 18th, 2007 - 10:52:12 pm
I'll take a look at it...

3. jamalsaqerPosted: Dec 4th, 2008 - 8:24:45 pm
thaaaaaaaaaaaaaaaaaaaaaaaaaaaank you

4. maessePosted: Dec 8th, 2009 - 9:44:56 am
Any chance I can get you to share how you managed to get lightmaps aligned on displacement surfaces?
Are you using the DispLightmapSamplePos lump, and if you are, how are you reading and using the data from it? If i read it as bytes, i get an array much smaller than whats being indexed from DispInfo.DispLightmapSamplePos.

Any help would be appreciated. :)

5. NemPosted: Dec 10th, 2009 - 9:23:38 pm
Find the vertex in the original (undisplaced) displacement map face that is closest to the start position (the very first variable in the face's displacement info structure in the DISPINFO lump). This vertex has UV coordinate 0,0. Winding around the vertexes from this start position, the other UV coordinates are 1,0 1,1 and 0,1. Linearly interpolate the subdivided displacement face to find the other UV coordinates. Don't worry about relative world space distance; just pretend all vertices are on a perfectly square evenly spaced grid; the UV coordinates should be uniformly spaced.

6. maessePosted: Dec 15th, 2009 - 6:35:20 pm
Thanks, it worked great :) You won't believe how much time I wasted on trying to get it to work. I had to read your (fine) description a lot of times, because I just couldn't believe how simple it was. ;)

Again, Thanks.

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