NOTE: These changes were done by a script, which caused all panels to be
re-processed. If everything worked correctly, then there should have
been no Hank Hill hot dog effect on the JPEGs.
Co-authored-by: Traveler263 <ctraveler69@yahoo.com>
This removes the old per-Age linking panel objects from the Nexus max
file. Instead, I've exposed the main book's linking panel layer to
Python via the new `ptAttribLayer` and expect for the Python script to
swap the texture out dynamically.
There is still some work to be done here:
- Most of the city linking panels are not in GUI_BkBookImages, so they
appear as the black void for now.
- There are still a stray linking panels in the Nexus PRP - it looks
like they are the Guild Pubs.
This means that we no longer need to round trip the localized strings
through Python, improving performance and reducing code bloat in
xOptionsMenu.py.
As a drive by, I changed the monitor calibration instructions to scale
with resolution, so they should be more legible on high resolution
displays.
* Adjust flare colors in blue outside lamps and blue auditorium lamps
* Rotate AGM banner bases for logical texture "reflection"
* PassIndex of shadows and rugs
* Rug footstep regions
* Adjust blending of GoC shirts so avatar doesn't blend over them
* Fix seam in corner in path to auditorium
* Change diffuse on small, round lamps on windows
* Move paper lantern flare by GoMa table to proper position
* Touch up lighting on stalactites outside of auditorium
* Fix fireflies around lamps
* Animate emit of blue and green lamps
* Adjust Z position of the door clickables
* Replace D'ni number strip with proper one from hoods
* Fix gap between lake balcony and rock face
* Adjust collider on one of the blue garden lamps to keep avatar from getting stuck
* Add lamp for central light fixture in garden
* Fix some wayward collision on classroom roof (just in case)
* Remove odd geometry between light strips near entrance of private room area
* Switch Nexus Book pedestal's pattern to reflective version (CEM)
* Add DRC stamp to Nexus Book mesh to match GUI
* Replace Linking Book paper texture with less yellowish one
Version 1:
Fixes:
- Move Guild decorations to new PRP (krelGuildDeco)
- Fix mirrored GZ GPS
- Fix mirrored islands in lake
- Remove backwards and unnecessary stone in upper balcony
- Minor texture UV fix to archway with GoW deco
Enhancements:
- Reactivate Private Room and Classroom doors
Version 2:
Fixes:
* Reactivate "Incidental" on all kickable sounds
* Fix Nexus Book mesh's Linking panel
* Adjust imager layers so text actually displays
* Adjust collision and seek points on one set of Book room doors
* Adjust rotation of other door's interior OneShot
* Remove currently-non-functional FunkRamp from yellow lamp flares
* Adjustments to the lighting on the private room doors
* Fix lighting outside one set of Book room doors so it's not as jarring
* Fix collision in same location at floor transition to avoid toe-stubbing
* Make parts of the classroom floor fully opaque
* Adjust UV mapping of stars on classroom ceiling
* Fix OneShot of private room 01
* Flip Barricade collider faces to keep kickables out, not trap them in
* Adjust VCol lighting at top of flight of stairs near auditorium to make sense
* Bring light garden water level down a bit
* Fix cracks flickering in private rooms
* Add kickable collider next to Greeters table
* Redo skydome UV mapping to remove streaks
* Adjust diffuse on walls near game room to ungreen them
Version 3:
Fixes:
* Adjust blending of the Maintainer's info leaflet to see it when cursor is over avatar
* Make table lantern lamps real-time to properly light certain things
* Adjust some lamps to actually cast light onto the avatar
* Remove VisRegion set on classroom door to avoid it vanishing
* Fix lighting on inside of private room 3's doors
* Make guild banners double-sided
* Adjust diffuse of folding chair cushion material to make them less dark
* Fix railing pattern on balcony
* Fix UV mapping in Book room door grooves/traps
* Adjust the Bahro boat animation (SDL state is wired and should be working)
* Rotate another texture UV map at game room door
* Rotate texture in alcove with GoW deco
* Move lingering deco objects to proper page
* Fix lighting for some windows on the waterline that are full white
* Adjust diffuse color for private room doors to make them darker
* Fix coffee mug material
* Fix balloon strings to be lighter
* Turn off low res version of water to remove "ice layer"
Version 4:
Fixes:
* Adjust diffuse of folding chair cushion material to make them less dark
* Fix conflicting textures with railing and flares
* Make the yellowish lamp flares a bit more transparent
* Fix paper lanterns' lighting
* Remove animation from bottom sections of private doors 2 and 4 for proper lighting
* Take another crack at the private room cracks meshes and shrink them away from the walls just a bit
* More adjustments to railing decoration passindex
* Properly light private room track lighting on floors, walls and ceilings.
* Animate ticker carousel texture to match rotating text
* Move aforementioned carousel to GuildDeco PRP
* More light to the grey GoW baloons
* Fix slight UV mapping weirdness on pillar outside of auditorium
* Raise collision on pillars outside auditorium (was unable to recreate camera weirdness in Destiny)
* Fix passindex of railing pattern at water level
* Fix UV mapping in private room entryway
* Get rid of some full bright vertex lighting in private rooms
* Deactivate FunkRamp from waterline lamp flares
* Add kickable blocker next to GoW table
Version 5:
Fixes:
* Adjust cone UV mapping
* Finally fix railing decoration
* Put black shapes around classroom and private room to prevent seams and avatar transparency issues
* Add large lamp for paper lamps for paper pagodas near GoMe and GoMa tables
* Reverse kickable blocker near GoW table
* Fix shadowing in private room by using both lightmap texture and VCol
* Use old lightmap texture from CC Kirel in classroom to remove dark corner
* Fix more classroom door/VisRegion madness
Version 6:
Fixes:
* Remove all VisRegion controls from classroom door and hope for the best
* Adjust UV mapping for D'ni numbers in classroom.
* Update Nexus Book Linking panel
* Fix blending of water bottles
* Remove "Seed" (egg) sculpture emissiveness
* Also remove emissiveness from streamers
* Adjust collision so as not to pass through Book room doors
* Rotate UV mapping of some windows to match the majority
* Remove lightmapped shadow of the one desk
** Add new shadow meshes for existing three desks so they can be moved if desired
* Light Eddie and the cones in real-time
* Rebuild missing faces on classroom/private room overhand above stairs to light garden
* Adjust the islands out on the water to face properly
* Fix look and path of creature in water
* Turn off light garden's real time shadowing for performance
Enhancements:
* Add new RT lamp in auditorium to brighten it up.
* Make metal globes on "speakers"(?) slightly emissive to explain new light
* Add water meshes and sfx to fountain set to SDL (nb01FountainWaterVis)
* Add spotlight lamps for the fountain spotlights to properly light the avatar
* First try at brightening the classroom
* Add AGM banners by Keith "Tweek" Lord
* Bring EDDIE to the party!
Version 7:
Fixes:
* Brighten private room entry door
* Fix GoC shirt blending
* Fix UV mapping of classroom "roundalls"