Caradavin on 23/8/2014 at 20:03
Hello again. I have a question. Since NewDark doesn't require palettes for custom textures, does that mean that I also don't need to Bright my custom AI textures? Also, am I still required to not only have a BIN file for the mesh to work, but the CAL file as well? (This was the only way I could get custom ai meshes to work in the old Dromed.) Thank you! :cheeky:
ZylonBane on 23/8/2014 at 20:22
Quote Posted by Caradavin
Hello again. I have a question. Since NewDark doesn't require palettes for custom textures, does that mean that I also don't need to Bright my custom AI textures?
I suppose you realize that in 1/100th the time it took you to come here, post this thread, and wait for a useful response to your query regarding "is a texture a texture?", you could have just tried it yourself.
R Soul on 23/8/2014 at 20:23
Throw your Bright away! Say goodbye to NV's batch files. They have served us well but are no superfluous.
And you still need bin and cal files. And the Renderer > Mesh Textures property hasn't gone anywhere so it may be better to use that to save making new mesh files.
Caradavin on 24/8/2014 at 03:17
Quote Posted by ZylonBane
I suppose you realize that in 1/100th the time it took you to come here, post this thread, and wait for a useful response to your query regarding "is a texture a texture?", you could have just tried it yourself.
Yep. Thanks anyway, though.
Caradavin on 24/8/2014 at 03:51
Quote Posted by R Soul
Throw your Bright away! Say goodbye to NV's batch files. They have served us well but are no superfluous.
And you still need bin and cal files. And the Renderer > Mesh Textures property hasn't gone anywhere so it may be better to use that to save making new mesh files.
Ok, throwing Bright away, I promise. I know the Renderer>Mesh Textures property is there, but it has never worked for me. Instead, it says that it can't find the texture although I have the texture in the correct folder. I don't know why it has never worked but that is why I do the shape>model name instead. It's probably something I am doing wrong, I just don't know what.
Yandros on 24/8/2014 at 04:26
Mesh textures is a finicky property. For one, it's the only place you have to include the file extension (although it's possible that's no longer necessary with NewDark). Also, if you're using an older mesh, it won't work at all. There's a utility Shadowspawn made called meshup which will convert them to work, though.