View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0003212 | The Dark Mod | Graphics | public | 29.08.2012 18:58 | 23.12.2018 20:34 |
| Reporter | grayman | Assigned To | |||
| Priority | normal | Severity | normal | Reproducibility | always |
| Status | feedback | Resolution | open | ||
| Product Version | TDM 1.08 | ||||
| Summary | 0003212: Hinge doesn't appear in game | ||||
| Description | See this note: http://forums.thedarkmod.com/topic/14003-testing-108/page__view__findpost__p__293588 Changing the ambient settings doesn't make the hinge appear. The texture is bc_hinge02. | ||||
| Tags | No tags attached. | ||||
| Attached Files | er_door_wood_r.ase.txt (51,972 bytes)
*3DSMAX_ASCIIEXPORT 200
*COMMENT "Dark Radiant ASCII Scene Export (*.ase) v0.6"
*SCENE {
*SCENE_FILENAME "F:/Doom3 -ZAPASOWE/crystalgravev2 FINAL/maps/krysztalowygrob1.map"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 3
*MATERIAL 0 {
*MATERIAL_NAME "lockplate02"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "lockplate02"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "\\purgatory\purgatory\doom\base\lockplate02"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
*MATERIAL 1 {
*MATERIAL_NAME "bc_hinge"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "bc_hinge"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "\\purgatory\purgatory\doom\base\bc_hinge"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
*MATERIAL 2 {
*MATERIAL_NAME "textures/darkmod/wood/boards/worn_01"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "textures\darkmod\wood\boards\worn_01"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "\\purgatory\purgatory\doom\base\textures\darkmod\wood\boards\worn_01"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
*GEOMOBJECT {
*NODE_NAME "mesh0"
*NODE_TM {
*NODE_NAME "mesh0"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0000 0.0000 0.0000
*TM_ROW1 0.0000 1.0000 0.0000
*TM_ROW2 0.0000 0.0000 1.0000
*TM_ROW3 0.0000 0.0000 0.0000
*TM_POS 0.0000 0.0000 0.0000
*TM_ROTAXIS 0.0000 0.0000 0.0000
*TM_ROTANGLE 0.0000
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 -0.1250 -39.0000 40.0000
*MESH_VERTEX 1 -0.1250 -47.0000 40.0000
*MESH_VERTEX 2 -0.1250 -39.0000 58.0000
*MESH_VERTEX 3 -0.1250 -47.0000 58.0000
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 0 B: 1 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0
*MESH_FACE 1: A: 1 B: 3 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 0.0000 0.1150 0.0000
*MESH_TVERT 1 -1.0000 0.1150 0.0000
*MESH_TVERT 2 0.0000 1.0000 0.0000
*MESH_TVERT 3 -1.0000 1.0000 0.0000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 1 3 2
}
*MESH_NUMCVERTEX 1
*MESH_CVERTLIST {
*MESH_VERTCOL 0 1.0000 1.0000 1.0000
}
*MESH_NUMCVFACES 2
*MESH_CFACELIST {
*MESH_CFACE 0 0 0 0
*MESH_CFACE 1 0 0 0
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 0 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
*MESH_FACENORMAL 1 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 3 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
}
*GEOMOBJECT {
*NODE_NAME "mesh1"
*NODE_TM {
*NODE_NAME "mesh1"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0000 0.0000 0.0000
*TM_ROW1 0.0000 1.0000 0.0000
*TM_ROW2 0.0000 0.0000 1.0000
*TM_ROW3 0.0000 0.0000 0.0000
*TM_POS 0.0000 0.0000 0.0000
*TM_ROTAXIS 0.0000 0.0000 0.0000
*TM_ROTANGLE 0.0000
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 4.1250 0.1250 12.0000
*MESH_VERTEX 1 -0.1250 0.1250 12.0000
*MESH_VERTEX 2 4.1250 0.1250 24.0000
*MESH_VERTEX 3 -0.1250 0.1250 24.0000
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 0 B: 1 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 1: A: 1 B: 3 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 0.0000 -0.0000 0.0000
*MESH_TVERT 1 -0.0874 -0.0000 0.0000
*MESH_TVERT 2 0.0000 1.0000 0.0000
*MESH_TVERT 3 -0.0874 1.0000 0.0000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 1 3 2
}
*MESH_NUMCVERTEX 1
*MESH_CVERTLIST {
*MESH_VERTCOL 0 1.0000 1.0000 1.0000
}
*MESH_NUMCVFACES 2
*MESH_CFACELIST {
*MESH_CFACE 0 0 0 0
*MESH_CFACE 1 0 0 0
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 0 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 1 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 2 0.0000 1.0000 0.0000
*MESH_FACENORMAL 1 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 1 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 2 0.0000 1.0000 0.0000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 1
}
*GEOMOBJECT {
*NODE_NAME "mesh2"
*NODE_TM {
*NODE_NAME "mesh2"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0000 0.0000 0.0000
*TM_ROW1 0.0000 1.0000 0.0000
*TM_ROW2 0.0000 0.0000 1.0000
*TM_ROW3 0.0000 0.0000 0.0000
*TM_POS 0.0000 0.0000 0.0000
*TM_ROTAXIS 0.0000 0.0000 0.0000
*TM_ROTANGLE 0.0000
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 3.5000 -48.1250 57.0000
*MESH_VERTEX 1 0.5000 -48.1250 57.0000
*MESH_VERTEX 2 3.5000 -48.1250 41.0000
*MESH_VERTEX 3 0.5000 -48.1250 41.0000
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 0 B: 1 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0
*MESH_FACE 1: A: 1 B: 3 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 0.0000 -0.0000 0.0000
*MESH_TVERT 1 0.0000 0.1154 0.0000
*MESH_TVERT 2 1.0000 -0.0000 0.0000
*MESH_TVERT 3 1.0000 0.1154 0.0000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 1 3 2
}
*MESH_NUMCVERTEX 1
*MESH_CVERTLIST {
*MESH_VERTCOL 0 1.0000 1.0000 1.0000
}
*MESH_NUMCVFACES 2
*MESH_CFACELIST {
*MESH_CFACE 0 0 0 0
*MESH_CFACE 1 0 0 0
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 1 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 2 0.0000 -1.0000 0.0000
*MESH_FACENORMAL 1 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 1 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 3 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 2 0.0000 -1.0000 0.0000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
}
*GEOMOBJECT {
*NODE_NAME "mesh3"
*NODE_TM {
*NODE_NAME "mesh3"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0000 0.0000 0.0000
*TM_ROW1 0.0000 1.0000 0.0000
*TM_ROW2 0.0000 0.0000 1.0000
*TM_ROW3 0.0000 0.0000 0.0000
*TM_POS 0.0000 0.0000 0.0000
*TM_ROTAXIS 0.0000 0.0000 0.0000
*TM_ROTANGLE 0.0000
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 -0.1250 0.1250 12.0000
*MESH_VERTEX 1 -0.1250 -36.0000 12.0000
*MESH_VERTEX 2 -0.1250 0.1250 24.0000
*MESH_VERTEX 3 -0.1250 -36.0000 24.0000
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 0 B: 1 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 1: A: 1 B: 3 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 0.0000 -0.0000 0.0000
*MESH_TVERT 1 -1.0000 -0.0000 0.0000
*MESH_TVERT 2 0.0000 -1.0000 0.0000
*MESH_TVERT 3 -1.0000 -1.0000 0.0000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 1 3 2
}
*MESH_NUMCVERTEX 1
*MESH_CVERTLIST {
*MESH_VERTCOL 0 1.0000 1.0000 1.0000
}
*MESH_NUMCVFACES 2
*MESH_CFACELIST {
*MESH_CFACE 0 0 0 0
*MESH_CFACE 1 0 0 0
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 0 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
*MESH_FACENORMAL 1 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 3 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 1
}
*GEOMOBJECT {
*NODE_NAME "mesh4"
*NODE_TM {
*NODE_NAME "mesh4"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0000 0.0000 0.0000
*TM_ROW1 0.0000 1.0000 0.0000
*TM_ROW2 0.0000 0.0000 1.0000
*TM_ROW3 0.0000 0.0000 0.0000
*TM_POS 0.0000 0.0000 0.0000
*TM_ROTAXIS 0.0000 0.0000 0.0000
*TM_ROTANGLE 0.0000
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 4.1250 -39.0000 58.0000
*MESH_VERTEX 1 4.1250 -47.0000 58.0000
*MESH_VERTEX 2 4.1250 -39.0000 40.0000
*MESH_VERTEX 3 4.1250 -47.0000 40.0000
}
*MESH_FACE_LIST {
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*MESH_FACE 1: A: 1 B: 3 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
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*MESH_TVERT 1 -1.0000 1.0000 0.0000
*MESH_TVERT 2 0.0000 0.1150 0.0000
*MESH_TVERT 3 -1.0000 0.1150 0.0000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 1 3 2
}
*MESH_NUMCVERTEX 1
*MESH_CVERTLIST {
*MESH_VERTCOL 0 1.0000 1.0000 1.0000
}
*MESH_NUMCVFACES 2
*MESH_CFACELIST {
*MESH_CFACE 0 0 0 0
*MESH_CFACE 1 0 0 0
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 0 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 1.0000 0.0000 0.0000
*MESH_FACENORMAL 1 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 3 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 1.0000 0.0000 0.0000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
}
*GEOMOBJECT {
*NODE_NAME "mesh5"
*NODE_TM {
*NODE_NAME "mesh5"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0000 0.0000 0.0000
*TM_ROW1 0.0000 1.0000 0.0000
*TM_ROW2 0.0000 0.0000 1.0000
*TM_ROW3 0.0000 0.0000 0.0000
*TM_POS 0.0000 0.0000 0.0000
*TM_ROTAXIS 0.0000 0.0000 0.0000
*TM_ROTANGLE 0.0000
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*MESH_VERTEX_LIST {
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*MESH_VERTEX 1 -0.1250 -36.0000 78.0000
*MESH_VERTEX 2 -0.1250 0.1250 90.0000
*MESH_VERTEX 3 -0.1250 -36.0000 90.0000
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 0 B: 1 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 1: A: 1 B: 3 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
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*MESH_TVERT 1 -1.0000 -0.0000 0.0000
*MESH_TVERT 2 0.0000 -1.0000 0.0000
*MESH_TVERT 3 -1.0000 -1.0000 0.0000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 1 3 2
}
*MESH_NUMCVERTEX 1
*MESH_CVERTLIST {
*MESH_VERTCOL 0 1.0000 1.0000 1.0000
}
*MESH_NUMCVFACES 2
*MESH_CFACELIST {
*MESH_CFACE 0 0 0 0
*MESH_CFACE 1 0 0 0
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 0 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
*MESH_FACENORMAL 1 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 3 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 1
}
*GEOMOBJECT {
*NODE_NAME "mesh6"
*NODE_TM {
*NODE_NAME "mesh6"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0000 0.0000 0.0000
*TM_ROW1 0.0000 1.0000 0.0000
*TM_ROW2 0.0000 0.0000 1.0000
*TM_ROW3 0.0000 0.0000 0.0000
*TM_POS 0.0000 0.0000 0.0000
*TM_ROTAXIS 0.0000 0.0000 0.0000
*TM_ROTANGLE 0.0000
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 4.1250 0.1250 90.0000
*MESH_VERTEX 1 4.1250 -36.0000 90.0000
*MESH_VERTEX 2 4.1250 0.1250 78.0000
*MESH_VERTEX 3 4.1250 -36.0000 78.0000
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 0 B: 1 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
*MESH_FACE 1: A: 1 B: 3 C: 2 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 0.0000 -1.0000 0.0000
*MESH_TVERT 1 -1.0000 -1.0000 0.0000
*MESH_TVERT 2 0.0000 -0.0000 0.0000
*MESH_TVERT 3 -1.0000 -0.0000 0.0000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 1 3 2
}
*MESH_NUMCVERTEX 1
*MESH_CVERTLIST {
*MESH_VERTCOL 0 1.0000 1.0000 1.0000
}
*MESH_NUMCVFACES 2
*MESH_CFACELIST {
*MESH_CFACE 0 0 0 0
*MESH_CFACE 1 0 0 0
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 0 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 1.0000 0.0000 0.0000
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| ||||
|
There must be something wrong with the prefab itself then, because the exact same textures work fine on the existing door entities. When I make a patch and apply the texture to it, it also works fine. |
|
|
It was me that submitted this prefab. When I created these doors for the crystal graveyard Baddcogg helped me at the time, the model that shipped with CGY works just fine though (see attached). The texture work fine for me when applied to an FS but not to an .ASE model. Its something to do with the texture 'bc_hunge02' |
|
| Someone else has reported not seeing this texture, but I can't figure out what's up. | |
| It's a clamped material, so the problem probably relates to co-ordinates: DR acts as though it tiles but TDM doesn't. If it's applied to a patch, using the texture tool to move it so it has 0,0 at its top-left-hand corner works in my experience. Brush behaviour I still don't fully understand. | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 29.08.2012 18:58 | grayman | New Issue | |
| 29.08.2012 19:00 | grayman | Description Updated | |
| 30.08.2012 00:26 | Springheel | Note Added: 0004786 | |
| 30.08.2012 00:38 | Springheel | Note Edited: 0004786 | |
| 26.05.2014 22:51 |
|
Note Added: 0006641 | |
| 26.05.2014 22:51 |
|
File Added: er_door_wood_r.ase.txt | |
| 26.05.2014 22:52 |
|
Note Edited: 0006641 | |
| 14.12.2014 14:15 | Springheel | Note Added: 0007253 | |
| 28.03.2018 09:49 |
|
Assigned To | => user81 |
| 28.03.2018 09:49 |
|
Status | new => assigned |
| 22.12.2018 10:02 |
|
Assigned To | user81 => |
| 22.12.2018 10:02 |
|
Status | assigned => feedback |
| 23.12.2018 20:34 | VanishedOne | Note Added: 0011091 |