Checked in a new set of ET meshes that should fix this problem.
That isn't fixing for me.
Checked in a new set of ET meshes that should fix this problem.
Then it is most likely the code that isn't working properly.That isn't fixing for me.
The code to change the ET texture isn't working because the texture indexes were changed, so the wrong texture is being replaced. Has a new burnt ET texture been uploaded for the new mesh, or should the old one be used?Then it is most likely the code that isn't working properly.
New texture has not been uploaded and the old one won't work as the texture mapping is different. So I would suggest that the code be updated so it is ready when the texture is.The code to change the ET texture isn't working because the texture indexes were changed, so the wrong texture is being replaced. Has a new burnt ET texture been uploaded for the new mesh, or should the old one be used?
I don't see the need for high poly meshes that have the detail inside, such as two tanks for the ET when no one can see them. We can't afford the frame hit. Why do you think the fleet and Thorton's ISS are so popular ? People can use them easily, right out of the box. SSU's is too snobbish IMO. We need to look more at making it usable, and get it out there, and not think it's some personal plaything. Keep It Simple Stupid, is the best way to make it I think. We need to finalize another release.
From a code standpoint, handling the burnt ET tex for multiple meshes will e difficult, unless both meshes use the same burnt ET tex and have the same texture index. Otherwise, we'll need to change the scenario file (to specify the mesh and texture data) to switch between the high-res and low-res meshes.Donamy: Well, nothing is stopping you from making your own low-res meshes. I certainly won't mind any modifications. I still have my original meshes.
---------- Post added at 06:51 PM ---------- Previous post was at 06:49 PM ----------
On another note: Is there any way to get OPS 201 SM PL BAY DOORS display? Would be nice for monitoring the latch status.
Well, I have suggested this before but how about we borrow the code from the default Atlantis?From a code standpoint, handling the burnt ET tex for multiple meshes will e difficult, unless both meshes use the same burnt ET tex and have the same texture index. Otherwise, we'll need to change the scenario file (to specify the mesh and texture data) to switch between the high-res and low-res meshes.
The default Atlantis code just renames the textures/meshes when switching between mesh files. This won't fix the texture index problem (although we could probably just ensure that all meshes have the same texture index for the main ET texture).Well, I have suggested this before but how about we borrow the code from the default Atlantis?
That should be fairly easy. Is this the only problem?The default Atlantis code just renames the textures/meshes when switching between mesh files. This won't fix the texture index problem (although we could probably just ensure that all meshes have the same texture index for the main ET texture).
How does the KU work ?
How does the KU work ?