
MW2 textures
Moderator: Skyfaller
- Skyfaller
- Clan 2nd MechWarrior
- Posts: 991
- Joined: Sat Apr 12, 2008 2:58 am
- Location: Germany
- Contact:
Re: MW2 textures
I don't have as much time for this as I would like, so I haven't been able to work some bugs out yet, but I can post a first few pics. Still working on this, so there may be better screenshots later.
In the cases where it doesn't work yet, I am loading the right textures, but they are applied to the wrong places.
Every different palette gives a completely different set of texture colorations, so there are very many possible skins for each mech.
In the cases where it doesn't work yet, I am loading the right textures, but they are applied to the wrong places.
Every different palette gives a completely different set of texture colorations, so there are very many possible skins for each mech.
- Attachments
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- Seems to work OK for the Incubus, note how a darker texture is placed correctly on the upper arm. Feet are weird though.
- MW2-GBL-TT-Incubus-ICEB0FDA.png (96.91 KiB) Viewed 3618 times
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- Not sure if it works correctly here, maybe the gun barrels should be darker
- MW2-GBL-TT-Annihilator.png (94.27 KiB) Viewed 3617 times
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- For the Kodiak, many texture pieces are misplaced
- MW2-GBL-TT-Kodiak-REDA0FDA.png (56.68 KiB) Viewed 3615 times
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- Col.Kell
- House Steiner Archon
- Posts: 868
- Joined: Sat Sep 27, 2008 7:44 am
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Re: MW2 textures
Great job! Mechs look far better than the traditional plain white. Makes them look more fierce too.
MechWarrior 2: 31stCC


- Skyfaller
- Clan 2nd MechWarrior
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- Joined: Sat Apr 12, 2008 2:58 am
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Re: MW2 textures
Some notes:
- Palette entries must be multiplied by 4.
- Texture coordinates are not negative, but may exceed the size of the texture. In that case, the texture must be placed several times.
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- Skyfaller
- Clan 2nd MechWarrior
- Posts: 991
- Joined: Sat Apr 12, 2008 2:58 am
- Location: Germany
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Re: MW2 textures
For efficiency reasons, I use a single texture for an entire mech. This reduces the number of GL calls to select textures, but it is not compatible with MW2 and MW3m which use individual textures for each polygon. As a workaround, I compile the small textures used by a mech into one large texture, called a texture atlas. This worked well for MW3, but MW2 uses texture coordinates that exceed the texture size to indicate that a single texture should be placed several times. I have been able to fix that placing textures several times in the atlas when needed. This fixes some rendering bugs, but there still appears to be a problem with the texture coordinates. I'll keep you updated.
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If you have problems with MechVM, please attach the files MechVM.cfg and install-report.txt from the folder where MechVM installed your game.
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