Guess we'll see as soon as I'm done writing the scenario scheduler.
Meanwhile I took a look around for a few cool extras and dug around the Saturn data, only to find this:
Yes, this is the legendary special outfit for Chris Redfield, the one many people incorrectly associate with Grant Britman. And if you're wondering: yup, it has the same wireframe as regular Chris, no idea why other than Next Tech being lazy with port extras. If only the Saturn bothered having support for uv maps I would have also exported the texture; guess I'll leave that for another day, but considering the general quality (4 bit textures with 9 palettes max isn't really great, plus the model is entirely made of quads and degenerated quads to simulate tris) it's probably best if I try and rip the ticks instead, for a little spice on my own extras. And again, God that Saturn incapable of doing uv maps.
And since I've got no other relevant news to post for the moment, get a couple screens of the stuff I'm adding to the debug menu:
The first picture is more like a side effect of implementing a time counter, while the other is just me taking inspiration from the RE1 debugger to use a module that would let me tweak the lights in real time and produce the best lighting effects.
Meanwhile I took a look around for a few cool extras and dug around the Saturn data, only to find this:
Yes, this is the legendary special outfit for Chris Redfield, the one many people incorrectly associate with Grant Britman. And if you're wondering: yup, it has the same wireframe as regular Chris, no idea why other than Next Tech being lazy with port extras. If only the Saturn bothered having support for uv maps I would have also exported the texture; guess I'll leave that for another day, but considering the general quality (4 bit textures with 9 palettes max isn't really great, plus the model is entirely made of quads and degenerated quads to simulate tris) it's probably best if I try and rip the ticks instead, for a little spice on my own extras. And again, God that Saturn incapable of doing uv maps.
And since I've got no other relevant news to post for the moment, get a couple screens of the stuff I'm adding to the debug menu:
The first picture is more like a side effect of implementing a time counter, while the other is just me taking inspiration from the RE1 debugger to use a module that would let me tweak the lights in real time and produce the best lighting effects.
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