evil3_lights/rlight_a is now yellow, rather than white, it s

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  • evil3_lights/rlight_a is now yellow, rather than white, it seems, in SVN.

    Did someone change evil3_lights/rlight_a or its glow map in SVN recently? Because now it shows up as yellowish rather than white like it always had been, which messes up the look in both evadproject and technograph. If it was changed could whoever changed it be asked not to change map textures and instead make a new texture or shader so that people who've made maps using the textures don't suddenly have a new map texture show up where the old one used to be?

    Map textures should be stable. One shouldn't have to bundle the entire texture set with their PK3 to ensure that, rather than making a new shader, someone with SVN commit access just changes the tone or color of the texture they used in their map because it was more convinent than making a new shader.

    That light was _white_ from the beginning of nexuiz.
    Now it is YELLOW. Which completly ruins the look on a techno blue-white map.
    :/

    Comon, why are the colors of textures being changed. That is not good. Now we have to bundle EVERY texture we use to make sure our maps don't suddently change color in places?

    Please Change It Back.
    Make a new shader or texture for your yellow light. Don't take over allready existing textures.
    tundramagi
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  • Looks like it may be the fault of: Chamber_Of_Atrocity2.pk3

    An apt name: overriding a default texture rather than making one's own shader.
    Please mappers: don't screw with nexuiz's default shaders and textures in your pk3s. Make it a new file and shader, don't override the old one.

    pk3 hiearchy is needed:
    load from the maps pk3 above all others
    and load from the filesystem or data.pk3 above all others after that
    and then load from the rest
    tundramagi
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  • Nexuiz has always been mod friendly. So I don't think we want to forbid that.
    The real culprint here is the map makers which constantly replace content after content. I think div0's map-upload-script checks if maps do that.
    There should probably be a separate program too so map makers can check their maps.
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    morfar
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