Waveset and Shores Misbehaving....

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Re: Waveset and Shores Misbehaving....

Postby andylegate » Sat Aug 09, 2008 3:20 pm

Okay, THAT at least gives me a bit of peace of mind. Thanks for the straight answer Nadnerb.
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Re: Waveset and Shores Misbehaving....

Postby Christian Walther » Sun Aug 10, 2008 11:52 am

Nadnerb wrote:Some fixes are accumulating in the 1.5 tag

Which is kind of an odd use for a tag, if you permit me the tangent... I recently wanted to check out the 1.5.0 release and instinctively went to /tags/1.5, then it occurred to me, "Oh, wait, that's not the 1.5.0 release, that's the 1.5 branch." I could probably have gone into the history with --stop-on-copy to find the correct revision, but I didn't bother and downloaded the packaged release instead.
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Re: Waveset and Shores Misbehaving....

Postby andylegate » Sun Aug 10, 2008 2:33 pm

Okay, great news, so far......still have one other test to do:

I downloaded the nightly build. When I exported Zephyr, the foam still flickered and the waveset would still go flat.

But once I used Passindex on both (setting the shore mesh to one above the waveset), no more flicker and waveset is back to normal!

Now I tried this with 1.5.0, but it didn't work. But it does with the Nightly build.

Now I'm off to look at Alpha Vertex Painting.
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