How to remove maping rendering in game engine

Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
<div class="IPBDescription">Want to examine lighting in-game vs 3d max</div>How can I remove texturing maping done in rendering ?

In other words, I want my NS engine to only dray grayed out textures but with all the lighting intact.

I want to examine in-game lighting to mimic it in 3d max.

Comments

  • weywey Cineastè Join Date: 2003-06-01 Member: 16910Members, NS1 Playtester, Contributor, Constellation
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->gl_max_size -1<!--c2--></div><!--ec2--> should do the job. Alternatively a whitewall-hack.
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    Thx but it doesn't work. Nothing happens.

    I tried using -1, 0 and even 255.

    To be able to walk around, I've started a Lan server with no time limits.
  • weywey Cineastè Join Date: 2003-06-01 Member: 16910Members, NS1 Playtester, Contributor, Constellation
    Hmm did you load a map before applying the command? It only affects textures which haven't been loaded already.

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->gl_max_size -1
    map ns_eclipse<!--c2--></div><!--ec2-->
    gives me <a href="http://leastaction.org/stuff/ns_eclipse_notextures.jpg" target="_blank">this</a>.
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    Lol, I tried the command while being in the map. That's why.

    I do it prior to loading a map and it works. But somehow, some textures are still showing up. Most of them are missing as I wanted but not all of them.
  • weywey Cineastè Join Date: 2003-06-01 Member: 16910Members, NS1 Playtester, Contributor, Constellation
    gl_max_size gets reseted after loading a map, so you need to apply gl_max_size -1 again before any changelevel. Otherwise, the new textures in the second map are visible. For some reason the building textures are always visible, but everything else is gone here.
    If that doesn't fix the problem, there are still tons of good whitewall hacks out there <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />. Let me know if you need one.
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    <!--quoteo(post=1616963:date=Mar 26 2007, 01:47 AM:name=wey)--><div class='quotetop'>QUOTE(wey @ Mar 26 2007, 01:47 AM) [snapback]1616963[/snapback]</div><div class='quotemain'><!--quotec-->Let me know if you need one.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hacker.


    Difference is that the map textures are imported from external texture files, whereas model textures are packed inside the .mdl with the animations geometry uv coords and all that other crap.
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