Slot Gun Status import PrpSt BSP WatchPos1 WatchPos2 Notes Tab Delimeted xls sheet - Open with Excel to sort by status 0 nothing Original - Orig Orig 1 hand Original - Orig Orig 2 Club Shaded(E) X Auto Done 19,183,927 54,10,1563 Remember envmap on prop 3 BHat Shaded(E) X Auto Orig 138,0,600 0,112,409 "Added Metal to Rim on Gun, maybe add to prop? (double side, envmap under)" revert to original, already shaded. May try again, looks good watch. 4 PPK Shaded(E) X Orig Orig 18,70,483 74,0,300 5 ppk-s Shaded(E) X Orig Orig 26,140,568 147,-3,484 6 Colt 1911 Shaded(E) X Preshad Done 6,92,584 100,-6,379 7 Luger Shaded(E) X Preshad Done 12,82,620 102,-6,372 8 p38 Shaded(E) X Auto Done 18,100,564 108,0,370 9 AK47 Shaded(E) X Auto Orig -22,169,1417 170,-14,1167 Only RearStock 10 UZI Shaded(E) X Done Orig -32,-5,1000 -10,-49,816 Model Updated to reflect year, I made a mistake before 11 Mp40 Shaded(E) XX Preshad Done -53,148,1500 156,-80,1250 12 Tompson Shaded(E) X Auto Done -64,12,1563 8,-66,1280 Replaced Textures: 13 Tompson Shaded(E) X Auto Done -64,12,1563 8,-66,1280 Mag=mag_GS44, mag2=mag2_GS44, tempImgEd0B29=tempImgEd0B29 14 M14 Shaded X Auto Done -11,229,1690 246,-45,1497 Stock reshade to Birch DC6635 15 Remington Shaded X Auto Done -33,175,1762 172,-42,1417 Envmap texture change. 16 Purdy Shaded(E) X Auto Done -85,143,2214 138,-86,1808 Works brilliantly! 17 Karabiner Shaded Auto todo -58,272,2014 270,-64,1650 Teak B67430 18 M1 Carbine Seperate Auto todo -30,211,1340 210,-45,1140 Stock reshade to Birch DC6635 m1carbine.bin 19 M1 Garand Shaded Auto todo -57,6,1659 0,-54,1373 walnut 5B361D 20 AR-7 Shaded(E) X Auto done -67,71,1354 74,-92,1120 walnut (Purplish varient 78362D) 21 SW 36(sil) Shaded(E) X Auto Orig 27,100,600 98,16,343 if not already preshaded DE7 22 SW 22 Shaded(E) X PreShad Orig 27,120,616 124,-22,428 23 GoldMag Shaded(E) X Orig 27,150,709 164,24,514 24 Laser Preshaded Preshad Todo -36,0,2881 0,-93,2420 25 GL Shaded(E) X done 27,51,1377 50,0,1131 26 Bazooker Shaded(E) X Done 90,138,2447 124,16,2017 27 Grenade Preshaded Preshad na 120,0,1833 0,48,1041 28 Limpet ReShaded2 X ReShade na 16,0,962 2,1,470 29 Proximity Preshaded Preshad na 10,0,316 0,7,155 30 Claymore ReShaded X PreShad na 20,0,393 -2,0,190 Replaced old front texture and added new back texture 31 Trigger Original n/a N/A 32 N/A N/A N/A 33 Smoke Preshaded Preshad 34 62 gasmask todo auto 79 GoldBar Auto(Env) Auto 81 carkey Auto(Env) Auto 83 BoltKey Auto(Env) Auto Key Combiner features: Specular Overlay is a standard TextureAlpha combiner on clone triangles drawn on top of main ones. Envmap specular overlay As main Triangles (not Overlay) with a Single base colour, Like glossy plastic or default 3D models: (tex0 - Primitive) * tex0Alpha + Primitive Reduce Contrast Specular main Triangles required the 2nd cycle of the combiner. This allows the "Primitive Alpha" to be used as a "How Shiny" number with FF being Mat and 00 being Fully Shiny (Texture can include environment too for full reflections): (Primitive- Comb ) * PrimAlpha + Combined alternative for using real lighting: (specular brightens with light) (Pimitive - 0 ) * Shade + 0 (1 - tex0 ) * Primitive + Tex0 (Shade - 0 ) * Comb_Alpha + combined (0 - 0 ) * 0 + 1 Extensive testing has proven that GE can support Awsome looking guns with no overall difference in performance or fillrate. The most intensive fillrate depriving guns are those with hands. I could try a hand at 1 Cycle, however it seems as though that would make no difference as the RDP is stalled on Texture Loading / Framebuffer re-write DMAs. The AK for example can draw 2 in less than 1 frame, the PPK needs 2 frames to draw both. This is equally true for both flat guns and the new improved guns. Correct BSP tables have also led to improved features for the combiner such as being able to downshade envmapped tris, switch to a new part and have GE automatically set the correct settings for watch/gameplay which cannot be set statically. (eg, In Watch everything considered secondary + Transparent using EnvCol) Also, Sub was right all along about 1cycle, there is no improvement in using it. this is technically as described above because the RDP is stalled in other operations. After this finding the docs do make sence and they do in fact already state this. 1 Cycle is ONLY quicker under rare circumstances and no additional filters. eg, as soon as you use AA or Z-Buffer you may-as-well use 2 cycle mode as they render at the same speed. 12e Car ranchero 12f yellow 11f squire 119 mustang 135 mercaidies 12c sedan 142 car aston 156 car aston 077 doubledecker 149 gas cylinder 144 gold stack re-env 10b Goldnazi re-env 014 gold mess re-env 106 goblet re-env 042 decoration 08d knox door check normals done 114 logo done 03f padlock done 12d refusetruck 118 rolsroyce 00f plate done fixed sunbed plane texture New Gun Textures: 28u -> 29u Filename ---------------------------- 0EB9->0EC6 WoodCircles_MirrorS_MirrorT_GS40.bmp 0EBA->0EC7 Specular_GS40.bmp 0EBB->0EC8 MatSpecular_GS40.bmp 0EBC->0EC9 TriggerGuardNew_GS44.bmp 0EBD->0ECA UziEjectPort_GS44.bmp 0EBE->0ECB AK_Right_GS44.bmp 0EBF->0ECC AKSelector_GS44.bmp 0EC0->0ECD Universal_Specular_EnvMap_GS44.bmp 29u -> 29x ---------------------------- 0EcE->0ECF M18Back_GS44.bmp