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| [PATCH] Project: milkfix; stock content patches | |
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| Tweet Topic Started: Feb 12 2014, 10:38 AM (24,091 Views) | |
| ThugsRook | Aug 12 2014, 07:22 PM Post #61 |
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excellent ~ and i thank you in advance ![]() those files will help upgrade the current HiRes pack for Toy World 1 & 2 ![]() (my version came out pretty nice, but those are much better) |
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| RV_Passion | Aug 15 2014, 08:38 PM Post #62 |
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Carboxmaker, Repainter and sometime more.
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ThugsRook, I have send the bigger toyworld carboximages to you, for your milkfix. |
| Art is beautiful, but makes a lot of work : Karl Valentin | |
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| ThugsRook | Aug 15 2014, 10:37 PM Post #63 |
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^ thank you very much
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| ElectricBee | Aug 17 2014, 09:25 AM Post #64 |
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Does he ever sleep?
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Second request to add in a fixed beachball to remove slight gradation on the model. Gel38 finally figured out how to unmap the graphics of beachball (or more likely, import the project's 3D model only without mappings) to vertex paint the ball. Okay, so here's the problem. Because of how the developers originally attempted to map the ball, certain things about the ball would look very, very different if say, a high-res pack modified the appearance of FxPage1.bmp in certain areas. Using the unmapped version of beachball with only vertex shading completely opens up FxPage1.bmp for heavier modification without wrecking the appearance of the ball. Model can be found in my publication of Gel38's work, in /unmap/models |
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Seeker and hoarder of many informations. Plant the seeds of sin into the world and they will grow to consume you. I make usable stuff and break things for fun. Check out what I've made. | |
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| ThugsRook | Aug 17 2014, 09:42 AM Post #65 |
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^ are you refering to the unmapped varient? its an updated beachball? (not his entire set?) interesting. screenshots? |
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| ElectricBee | Aug 17 2014, 09:45 AM Post #66 |
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Does he ever sleep?
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Oh i see you caught it before I updated the post, lol. But yeah, the model in /unmap/models does not rely on FxPage1.bmp. Far as screenshots, look no further than a stock copy of Re-Volt. It looks exactly the same, maybe a bit brighter with some colors but overall the beachball looks pretty much the same. (Not sure about arrangement of colors, I'll double-check that.) Edit: Yes, the colors are the same indeed. But the pack itself is messed in the stock folder, so I'll be fixing that. Edit again: Done! |
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Seeker and hoarder of many informations. Plant the seeds of sin into the world and they will grow to consume you. I make usable stuff and break things for fun. Check out what I've made. | |
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| ThugsRook | Aug 17 2014, 11:39 AM Post #67 |
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ok i will take a look at this. can you post a screenshot of whats currently wrong with the beachball? that would help.
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| ThugsRook | Aug 17 2014, 06:11 PM Post #68 |
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when is someone going to turn re-volt into a football game? ![]() the new beachball is very nice. however you need to show me that the stock beachball is broken, or this is a mod file. (forward it to Marv's espressofix, he's also doing models)
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| ThugsRook | Aug 18 2014, 06:34 AM Post #69 |
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| ElectricBee | Aug 18 2014, 10:10 AM Post #70 |
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Does he ever sleep?
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I need to show you beachball is broken? Okay, let me present this screencap then. beachball.m w/ Iron Bob's Aerials pack installed, mapped with modified <span style='font-family:courier'>FxPage1.bmp</span> [XIMG]http://i.imgur.com/TgbiJf1.jpg[/XIMG] I know this only happens because FxPage1.bmp is modified, but that is only part of the problem; If you look at the stock beachball with an unmodified bitmap, there is (slight, but apparent) gradation because of how the model was mapped. Gel's vector colors-only beachball fixes that issue. (And IMO looks better overall). TBH I could have done it if I could have figured out how to unmap the ball successfully, but Gel encountered a similar issue on his first attempt with the ball having a red color after the change. He has since learned from here better than I did and fixed it like I would have done. I'd not classify it as a mod but an improvement, in a similar vein to the fixed go3 model. |
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Seeker and hoarder of many informations. Plant the seeds of sin into the world and they will grow to consume you. I make usable stuff and break things for fun. Check out what I've made. | |
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| ThugsRook | Aug 18 2014, 10:56 AM Post #71 |
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i see. its a compatibility patch. you could have just said that earlier ![]() (you probably did) ok, ummm, can he tone it down a little? its too bright, sometimes glaringly bright in toyworld. |
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| ElectricBee | Aug 18 2014, 12:14 PM Post #72 |
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Does he ever sleep?
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I can try. I mean, I can now, but I would rather if those are stock colors, to keep them that way. Here's a way to think about it; Ever shined a light on a beachball, in a dark place in real life?
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Seeker and hoarder of many informations. Plant the seeds of sin into the world and they will grow to consume you. I make usable stuff and break things for fun. Check out what I've made. | |
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| ThugsRook | Aug 20 2014, 11:11 PM Post #73 |
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![]() update worklog: improved ~ four (4) Toy World 1 & Toy World 2 textures added to the patch. big thx to RV_Passion for the files ![]()
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| Marv | Aug 25 2014, 08:14 AM Post #74 |
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No, I won't replace RVZ.
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Have a big one
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| mightycucumber | Aug 25 2014, 01:13 PM Post #75 |
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Cool as a cucumber
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^You should include that somewhere. Maybe on the shelves of Supermarket 1 and 2, just for the lols.
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| ThugsRook | Aug 25 2014, 06:26 PM Post #76 |
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^ it would make for a great Intro3 ![]() thx for the new logo Marv! ![]() minor update added ~ nhood1.mp3 and suburbs.mp3 (aka ship.mp3)
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| ElectricBee | Aug 25 2014, 08:18 PM Post #77 |
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Does he ever sleep?
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Only, it would be incompatible with 14.0208, so you would have to make an intro3 and replace level assets for intro (Assuming you want it to be seen). It would make for a better intro1 than anything. |
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Seeker and hoarder of many informations. Plant the seeds of sin into the world and they will grow to consume you. I make usable stuff and break things for fun. Check out what I've made. | |
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| ThugsRook | Aug 25 2014, 08:30 PM Post #78 |
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im pretty sure everything is incompatible with 140208 ![]() |
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| ThugsRook | Aug 28 2014, 09:45 PM Post #79 |
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Museum 1 start cam bug fix (singleplayer only) BUG: depending on how many cars you run and what time of day it is, the start cam may blackout during start. this is something you have to do yourself as it might create a multiplayer incompatibility. FIX: open your re-volt\levels\muse1\muse1.inf file in a text editor. scroll down to where it says STARTROT 0.46 and change that to STARTROT 0.5 close and save. all fixed ![]() |
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| SebR | Aug 29 2014, 12:14 PM Post #80 |
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Please have a look at this : Custom LoadLevel BMP that i made some time ago for stock track... it's complettely bug free and compatible with old revolt (in fact nothing special happen with rv1.0 and rv beta) work only with latests alphas ... Here you can see what's happen on each race start ![]() look at 0:27, 3:52, 7:58, 10:43, 14:14, 17:10, 19:40, 22:50, 24:48, 26:33, 29:42, 31:36, 34:23 |
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| Marv | Aug 29 2014, 01:23 PM Post #81 |
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No, I won't replace RVZ.
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I really love this, sebr! |
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| mightycucumber | Aug 29 2014, 01:28 PM Post #82 |
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Cool as a cucumber
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^ This reminded me of an idea I had some time ago - while Sebr's custom loading screens would be good for a mod or extra content on its own, why not add the custom Dreamcast loading screens to Milkfix instead? They can easily be extracted from Dreamcast's Revolt or from Wego's Revolt Classic. I was waiting for the 1.2. team do introduce that, but looking at the current state of things, it's highly unlikely it'll happen any time soon. So why not include that in this project?
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| ThugsRook | Aug 29 2014, 04:17 PM Post #83 |
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wow SebR, those are really really nice ![]() mightycucumber ~ that would just be a bloated pain in the butt ![]() loading screens are mods or i wouldve added them earlier. Marv and/or ElectricBee will probably pick them up tho. or put another way, because -sload :lol: |
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| ThugsRook | Aug 31 2014, 11:13 PM Post #84 |
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![]() update: added ~ most recent DLL files. added ~ MakeItGood keytable. added ~ 34 missing ncp files. added ~ Project: Ship Repairs. info here [ximg]http://i224.photobucket.com/albums/dd164/ThugsRook/ReVolt/shipfix.jpg[/ximg]
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| ThugsRook | Sep 5 2014, 07:17 PM Post #85 |
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| aaro4130 | Sep 5 2014, 08:44 PM Post #86 |
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I'm not even going to ask how they forgot 34 NCP's :| Good work
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| ElectricBee | Sep 6 2014, 02:05 AM Post #87 |
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Does he ever sleep?
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You didn't have to, TBH; The BMQ files were only requested because there are other bmq files in-game that are different from what you had replaced, which means anyone else using bmqs in their default install may see mipmap oddities. Not everybody thinks to delete them to give a perceived quality improvement, and some people like them. |
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Seeker and hoarder of many informations. Plant the seeds of sin into the world and they will grow to consume you. I make usable stuff and break things for fun. Check out what I've made. | |
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| ThugsRook | Sep 6 2014, 02:36 AM Post #88 |
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Professional
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^
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| ThugsRook | Sep 9 2014, 08:24 PM Post #89 |
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Professional
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tried this, looks horrible, needs serious editing, werent designed to work this way. (inside our little blue border with the RV logo plastered ontop) Sebr's are much better
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| ElectricBee | Sep 10 2014, 12:58 AM Post #90 |
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Does he ever sleep?
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No way to specify transparent / fullblack intros to hide the logo in loading screens? |
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Seeker and hoarder of many informations. Plant the seeds of sin into the world and they will grow to consume you. I make usable stuff and break things for fun. Check out what I've made. | |
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