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rhumbaflappy

Winter lake ice

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Hi all.A recent question in the main FS forum asked about lake ice.This seems possible with VTP2 polys and named textures. The main "Texture" folder has a bitmap called "ice.bmp". Here's some code from LWMViewer's output:include TDFHeaders.incinclude TDFMacros.incBGLHeader 42,37,-85,-90, TerrainHeaderStart, VTPHeaderVTPHeader label word VTPFileHeader 256, VTPIndexStart, VTPTexStart, VTPEndVTPTexStart label word VTPTextureListHeader 1,VTPTexListStart, VTPTexNameStart, VTPTexNameEndVTPTexListStart label word VTPTextureListEntry VTPTexNameStart, VTPTexName0, VTPTexName1VTPTexNameStart label wordVTPTexName0 label word VTPTextureName "ice.bmp;ice.bmp;Clear.bmp;Clear.bmp;Clear.bmp;Clear.bmp" VTPTextureType 2, 0, 0, 4VTPTexName1 label wordVTPTexNameEnd label wordVTPDataStart label word; Start of cell 194 x 134 dataCELLSTART_000000 label wordCellID_000000 EQU VTPCellID 0, 194, 134 VTPDataArea 1, _Method2_, 2, 6 VTPLayer 0, 0 VTPNumTexturesInLayer 1, 0 VTPTextureId 0, 0 VTPPolyCount 3, 0 VTPPolyMethod2 4, _IsFan_, 0 VTPPointXY2 11397, 9506 VTPPointXY2 11239, 9336 VTPPointXY2 11233, 9325 VTPPointXY2 11497, 9328 VTPPolyMethod2 4, _IsFan_, 0 VTPPointXY2 11398, 9715 VTPPointXY2 11397, 9506 VTPPointXY2 11497, 9328 VTPPointXY2 11523, 9802 VTPPolyMethod2 5, _IsFan_, 0 VTPPointXY2 11398, 9715 VTPPointXY2 11523, 9802 VTPPointXY2 11301, 10058 VTPPointXY2 11258, 10009 VTPPointXY2 11256, 9932CELLEND_000000 label word; End of cell 194 x 134 dataVTPIndexStart label word VTPIndexHeader 1, VTPIndexData, VTPDataStartVTPIndexData label word VTPIndexEntry CellID_000000, VTPDataStart, CELLSTART_000000, CELLEND_000000VTPEnd label wordVtTPLayer is set to 0 so the poly only shows on water ( 0-3 possible ).The texture set is named, and only has entries for winter and hard winter.I made a bitmap named "Clear.bmp". It has a single pixel as gray in the uppermost Mip, and uses colorkey transparency for the rest of that mip ( and all other mips ) as black. The texture is 8-bit mipped with Alpha. ( I'm attaching the texture as a zip file ). Place the unzipped Clear.bmp in a local texture folder, or in the main texture folder to use.http://forums.avsim.net/user_files/61651.jpgDick

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Guest christian

Hi Dick,Thanks for that. I remember the original post, but your screenshots illustrate how beautifully it works. More work to do (can someone please add a :-stressed to the smilies list?)Cheers, Christian

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Hi Christian.This method does have a problem with the mipping of the VTP2 polys... the texture develops seams along the LOD13 area edges at different heights. :(Dick

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