09:31 |
triple6s: |
i need to ask ali a question |
09:32 |
triple6s: |
about the remapper |
09:32 |
scloink: |
oh |
09:32 |
scloink: |
brb |
09:32 |
BurnRubr: |
rv remap ? |
09:32 |
triple6s: |
yes |
09:32 |
BurnRubr: |
what you want to know-- rare chance i might know the answer but i doubt it |
09:34 |
triple6s: |
i know you can asign a a texture to a bitmap A - J was wondering if a person can asiging it to something more pasefic |
09:34 |
BurnRubr: |
like what |
09:35 |
BurnRubr: |
when you map the instance model you can map to any part of the bmp |
09:35 |
triple6s: |
like the sun in original levels |
09:35 |
triple6s: |
it is on its own bitmap |
09:35 |
BurnRubr: |
yes you can change the prm of the original models |
09:36 |
triple6s: |
it would make texturing unlimited |
09:36 |
BurnRubr: |
but you are limited to the A -J bitmap limit of the revolt game |
09:36 |
triple6s: |
and you still have the original bitmaps |
09:36 |
triple6s: |
i see |
09:36 |
triple6s: |
that is what i was wondering |
09:37 |
BurnRubr: |
the only thing would be to map your models to a part of a original bmp |
09:37 |
BurnRubr: |
if you got too many textures and need to cut back |
09:38 |
BurnRubr: |
but a total of 10 bmps is alot to work with anyway |
09:38 |
BurnRubr: |
as you can have lots of different models textured to the 1 bmp |
09:38 |
BurnRubr: |
therefor giving lots of models to chose from and still only use 10 bmps |
09:38 |
triple6s: |
yep it is plenty, i was just wondering |
09:39 |
BurnRubr: |
one of the first things people wanted to know |
09:39 |
BurnRubr: |
was how many textures bmps could we use |