aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
I searched but couldn't find anything about it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I wish I could get you some old SS, these things were fusking gorgeous.
Removed because they were exploitable, but I really wish the NS team would include a standardized pack in the next version, because they were just SOOO cool, and they could be made to be checked for in consistancy.
<!--QuoteBegin-aeroripper+Apr 23 2005, 12:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ Apr 23 2005, 12:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so there's no way i can even try them on a lan server? Or did they take them out of the engine completely.
EDIT: So if i installed 1.04 would they work?? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I know for a fact they worked on 2.0... I think they SHOULD work on 1.4 but to my knowledge no one ever tryed...
check it out, SS it up, and let the rest of the world drool <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Once again, SwiftSpear proves he doesn't know what the hell he is talking about.
r_detailtextures was added to the Steam version of the half-life engine - the variable first appearred in early 2004. The earliest you would have seen it in NS would be the first beta of 3.
BreakthroughTexture Artist (ns_prometheus)Join Date: 2005-03-27Member: 46620Members, Constellation
I think there should be a way to somehow make the HL engine check the MD5 key of the files, so you can't replace the textures (then, if you turn on r_detailtextures and you replaced the textures with your own, it'd show the default low-quality one).
Minstrel_KnightThe truth and nothing but the truth...Join Date: 2002-11-21Member: 9562Banned
<!--QuoteBegin-Breakthrough+Apr 23 2005, 04:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Breakthrough @ Apr 23 2005, 04:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think there should be a way to somehow make the HL engine check the MD5 key of the files, so you can't replace the textures (then, if you turn on r_detailtextures and you replaced the textures with your own, it'd show the default low-quality one). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It draws them over the other textures with a certain blending method, nothing is actually replaced.
Minstrel_KnightThe truth and nothing but the truth...Join Date: 2002-11-21Member: 9562Banned
edited April 2005
<!--QuoteBegin-Al Kaholic+Apr 23 2005, 04:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Al Kaholic @ Apr 23 2005, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For that, then wouldn't the team have to implement a set of detailed textures to act as a default, wherein lies the problem? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> A text file tells what textures to use as detail textures on each map.
<!--QuoteBegin-Minstrel Knight+Apr 23 2005, 05:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Minstrel Knight @ Apr 23 2005, 05:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Al Kaholic+Apr 23 2005, 04:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Al Kaholic @ Apr 23 2005, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For that, then wouldn't the team have to implement a set of detailed textures to act as a default, wherein lies the problem? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> A text file tells what textures to use as detail textures on each map. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes, which applies a certain .tga to the specified texture group, correct? There's no means of enforcing the contents of these files? Feel free to correct me if I'm under a misconception.
Minstrel_KnightThe truth and nothing but the truth...Join Date: 2002-11-21Member: 9562Banned
<!--QuoteBegin-aeroripper+Apr 23 2005, 04:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ Apr 23 2005, 04:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so is it still possible to use these detail textures at all? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes.
Minstrel_KnightThe truth and nothing but the truth...Join Date: 2002-11-21Member: 9562Banned
<!--QuoteBegin-Cheese+Apr 25 2005, 12:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheese @ Apr 25 2005, 12:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> these textures look great. i wish we could use them (without the exploiting problem) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you use the ways of the force for good it isn't exploiting then is it.
Comments
Removed because they were exploitable, but I really wish the NS team would include a standardized pack in the next version, because they were just SOOO cool, and they could be made to be checked for in consistancy.
EDIT: So if i installed 1.04 would they work??
EDIT: So if i installed 1.04 would they work?? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I know for a fact they worked on 2.0... I think they SHOULD work on 1.4 but to my knowledge no one ever tryed...
r_detailtextures was added to the Steam version of the half-life engine - the variable first appearred in early 2004. The earliest you would have seen it in NS would be the first beta of 3.
<img src='http://img67.echo.cx/img67/966/nshera00008rk.jpg' border='0' alt='user posted image' />
Exploitative
<img src='http://img32.echo.cx/img32/4552/nshera00027pn.jpg' border='0' alt='user posted image' />
also do you play on low detail minstrel?
also do you play on low detail minstrel? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes.
It draws them over the other textures with a certain blending method, nothing is actually replaced.
A text file tells what textures to use as detail textures on each map.
A text file tells what textures to use as detail textures on each map. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes, which applies a certain .tga to the specified texture group, correct? There's no means of enforcing the contents of these files? Feel free to correct me if I'm under a misconception.
Sure, it's a useful command, but count on people exploiting it, because it's not enforced nor detected.
Yes.
lol
If you use the ways of the force for good it isn't exploiting then is it.