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PostPosted: March 11th, 2015, 6:51 am 
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I use an older version of BZII 1.2 and material colors apllied along with 2d textures work just fine in 1.2, but I was wondering how the latest version handles material colors in BZII? :-??

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PostPosted: March 11th, 2015, 8:32 am 
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Arent material colors stored in the XSI/MSH? If so, the DXT converter doesnt do anything about material colors. It only converts a TGA/PIC/PNG file into a DXT file.

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PostPosted: March 11th, 2015, 8:50 am 
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If you take a look at the Pluto buildings, you should see them working the same way in 1.3 as they did in 1.2 - I'm not aware of any changes made on this front. They have purple terrain plates, but the texture itself is gray.

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PostPosted: March 11th, 2015, 10:52 am 
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1.3 does some funny things with lighting, which causes things in 1.3 to be lit differently than they were in earlier versions. I can't say exactly how it works, but I do know that you can use [GameObjectClass]::Lightingtype=1 to have objects blend in with map terrain better. Do check the changelogs if you want to read the notes about lightingtype.

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PostPosted: March 12th, 2015, 7:55 am 
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Thanks, I ask because I've been making some models for Blades new BZII race, and was curious how material colors would display in the latest PB release.

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PostPosted: March 12th, 2015, 10:22 am 
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My classes have been keeping me horribly busy (much more so than I expected) so I don't know if I'll get a chance to sit down and work on it but if anything, summer for sure. School is kicking my butt right now haha. Not even time to play BZ :C


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PostPosted: March 14th, 2015, 2:50 am 
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No problem, I've been playing around with other projects and don't plan on doing much with you're models other then playing around and tweaking stuff like the weapons.

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