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Hans Witteman
04-07-11, 11:00 AM
Hi shipmates,

I was trying to implemented a specular mask on bridge crew and i try all available methods to make it work on body but with no success and i suspected that the way the body is tied with the normal bump controller have something to do with it.

Like i say i tried even to blend the alpha in the normal bump map without success.

In the interior the specular mask work perfectly but on the exterior i cannot get the alpha to display the custom specular mask?

So if someone have an insight on this i would greatly appreciated any help:up:

Because the way i use the specular on the boat would greatly improved the new leather uniforms i made.

Best regards Hans

TheDarkWraith
04-07-11, 04:51 PM
SpecularMask controller

SpecularMask....SpecularMask Action Controller.Use pixel shader to mask specular when alpha < 1

Hans Witteman
04-07-11, 10:09 PM
SpecularMask controller

SpecularMask....SpecularMask Action Controller.Use pixel shader to mask specular when alpha < 1

Hi mate,

Yes i understand how this one work but it unfortunately not working on exterior crews probably because of the bump map controller and the way it is tie to character file structure.

Best regards Hans

Anvart
04-08-11, 08:40 AM
http://www.subsim.com/radioroom/showthread.php?t=173092&page=17
#251 lower picture... all controller's parameters in default (as in stock)...

Hans Witteman
04-08-11, 12:55 PM
http://www.subsim.com/radioroom/showthread.php?t=173092&page=17
#251 lower picture... all controller's parameters in default (as in stock)...



Hi Anvart,

Thank for replying but by looking at the picture from Sh3 the specular map look like the default one apply.

I mean that i can see the specular reflection on exterior crew but i cannot use custom made specular mask in the alpha channel like i did for the boat exterior.

Only custom made specular mask are doing a nice job to get reflection where we should normally see them.

Best regards Hans

Anvart
04-08-11, 01:59 PM
IIRC, if you speak about crew, various BumpConfigures badly combine with SpecularMask...

Hans Witteman
04-08-11, 07:15 PM
IIRC, if you speak about crew, various BumpConfigures badly combine with SpecularMask...

Hi Anvart,

Yes that what i think the bump controller is the one that interfering with the channel so we can't use it for extra specularity.

I will try to see if i can find a way around but i'm in doubt about this one.

Best regards Hans

Anvart
04-09-11, 11:13 AM
Try without bump: delete all Type_13 - selfillum and all Bump, BumpConfigure controllers...

Hans Witteman
04-09-11, 02:05 PM
Try without bump: delete all Type_13 - selfillum and all Bump, BumpConfigure controllers...

Hi Anvart,

I already did that test i delete the bump controller and the game crash on loading probably a call made by statemachines crash it.

Just a guess but it seem like the bump controller was tie in a very strange and non conventional way to fix problem they had with exterior crew!

Best regards Hans

Anvart
04-09-11, 04:03 PM
Strange ...
You really deleted everything, associated with bump, from all sailors... not only for one watch?
... and ConfigureBumpMap controller in DMY_Soclu_xx, and Bump controllers in body_01 parts, and Type 13 nodes for all materials ...?
...
Below you see added sailor (sixth) with standard StateMachine Class (and with corresponding standard animations), but having no standard socket (non DMY_Soclu_)... and all Bumps removed (IIRC, except eye) ... everything worked without problems ...

http://img9.imageshack.us/img9/3474/addwatch.jpg

Hans Witteman
04-10-11, 04:24 AM
Strange ...
You really deleted everything, associated with bump, from one of watch sailors?
... and ConfigureBumpMap controller in DMY_Soclu_xx, and Bump controllers in body_01 parts, and Type 13 nodes for all materials ...?
...
Below you see added sailor (sixth) with standard StateMachine Class (and with corresponding standard animations), but having no standard socket (non DMY_Soclu_)... and all Bumps removed (IIRC, except eye) ... everything worked without problems ...



Hi Anvart,

I will double check but i think i might have forgot 1 node so will get back to you after i check:up:

Best regards Hans

Anvart
04-10-11, 04:51 AM
Don't worry, Hans, in any case, this is not a good solution ... i think.

Good luck. :salute:
Alex

Hans Witteman
04-10-11, 02:41 PM
Don't worry, Hans, in any case, this is not a good solution ... i think.

Good luck. :salute:
Alex

Hi Anvart,

Yes i know because if we deleted all thing related to bump controller we will lose bump map in interior crew and it will look flat.

Best solution would be to have real separated crews for interior/exterior but until we can change the based crew we will be stuck with this problem.

I wonder if it would be possible to have crew on deck like in your picture and made them disappear pass a certain waypoint?

I never try to see if waypoint could be used as trigger for certain events like they are used with camera events?

Best regards Hans