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Ok...hitting that wall here.
Where do I get this info? In MAX, or in the HEXEDITOR checking the .obj or from the .DAT ? Quote:
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sapca_od01.dds (being the graphics/color map) and sapca_mn01.tga (being the Occlusion map) Do you mean delete both? or only the Occlusion map? Do you mean simply not to load it or delete it using HEX? You said "both" but where do i get the color from then DOH! As you see i am only starting this stuff so forgive me if its n00b questions here. Cheers! |
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So, the option I gave you is just remove all maps EXCEPT the color map (just put the texture files in another folder or change its name so the game doesnīt recognice them). Donīt know how many maps have the hat object, remove all except the color map, and letīs see what happen :up: Cheers! |
Ah Ok, got ya. Will try right away. Thanks!
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Hm...don't really seem to do it...at least like it should.
http://i10.photobucket.com/albums/a1...nCox/HAT11.jpg Renamed that Occlusion file and as you see the texture still don't show up. I wonder...maybe have to look deeper in to that HEX stuff after all. |
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*_T01 - diffuse (color) texture *_N01 - Normal Texture (for bump mapping) *_O01 - Occlusion Texture (for R/L reflection) :yep: |
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Try this approach: http://img477.imageshack.us/img477/8...rine001yl5.jpg this screen was taken from the actual Marine.dat
The textures should be applied now, but you may encounter some texture distortion. If you donīt succeed doing the hex stuff, Iīll do it for you. Regards, DD |
Super man! Cheers! will give it my best!
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- sapca_od01.dds (color) - sapca_on01.tga (normal) <-- and NOT "sapca_mn01.tga" (which is for the sailor white hat I think) The last one (sapca_on01.tga) is the one you have to remove. Try it and letīs see what happens... ;) By the way, I think there are nor occlusion maps for the characters (or I havenīt found them) |
You know what!...UR 100% right!...but...
Check this out. UNMODDED HAT (White glare in certain angles) http://i10.photobucket.com/albums/a1...nCox/HAT22.jpg MODDED HAT (looks like its picking up "some" color ) http://i10.photobucket.com/albums/a1...nCox/HAT33.jpg As you see there is some problems doing it like this :( I will fiddle with the hex trick and see if i can get it that way. Thanks a lot though man! I was like WOOT when I saw I had the wrong Occlusion file. |
Remap and Occlusion
Hi,
For the moment without a TMAP editor, I have tried one technical, temporary solution. Rework entire diffuse texture to 512 and repeat this to entire canvas. For ex. Here the original 1024x1024 http://immagini.p2pforum.it/out.php/...texture001.jpg Resize image to 512x512 http://immagini.p2pforum.it/out.php/...texture004.jpg http://immagini.p2pforum.it/out.php/...texture005.jpg Expand canvas to 1024x1024 http://immagini.p2pforum.it/out.php/...texture006.jpg http://immagini.p2pforum.it/out.php/...texture007.jpg http://immagini.p2pforum.it/out.php/...texture008.jpg http://immagini.p2pforum.it/out.php/...texture009.jpg Rework your texture with your material and make a flatten image http://immagini.p2pforum.it/out.php/...texture011.jpg I have made this http://immagini.p2pforum.it/out.php/...texture012.jpg And after a new Alpha Channel http://immagini.p2pforum.it/out.php/...texture013.jpg Now import this material in your 3D Software and make a set UVs map without Overlapping. When you have ended the work, Bake the Occlusion Map. Attention, without Overlapping! Only the objects that are equal can be with Overlap. For ex. the safeboat in a unit is ten. Bake only one, because all the safeboat is in the same place on the texture and UVs coordinated. (In this example the the texture and Occlusion is not complet) Open the Diffuse texture, apply the Occlusion in a new layer http://immagini.p2pforum.it/out.php/...texture014.jpg http://immagini.p2pforum.it/out.php/...texture015.jpg Continue BEST REGARDS UBOAT234 |
Now select the layer of the Occlusion and set this with Multiply http://immagini.p2pforum.it/out.php/...texture016.jpg
http://immagini.p2pforum.it/out.php/...texture017.jpg The Shadows now is in the right place http://immagini.p2pforum.it/out.php/...texture019.jpg Now I have a Diffuse Texture with Alpha Channel and a Layer with Occlusion Map. Save this image with the name of Diffuse Texture, ex. *.T01, without Layer and Alpha. And now make a texture for the Light Map. Delete the layer of the Occlusion. http://immagini.p2pforum.it/out.php/...texture022.jpg Make on the RGB channel a value of grey of 200 for channel http://immagini.p2pforum.it/out.php/...texture023.jpg Fill all the channels with this. And this is the result http://immagini.p2pforum.it/out.php/...texture025.jpg Save this image with the name of the Light Map, ex *.O01, now with the Alpha Channel At this point I have my model with a new texture, new set UVs, but the Shadows is mapped in the diffuse texture. In the Light Map have in work/engine only the Alpha Channel. BEST REGARDS UBOAT234 |
Normal Map
In end I must make a new Normal Texture ex. *.N01. Because I have changed the Diffuse Texture.
I will have little resolution... But this allows me to have the space in order to put the UVs without Overlapping. This is necessary for Bake a Occlusion without error. BEST REGARDS UBOAT234 |
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Very nice Tut there UBOAT234...I wonder if this would help me on that "Hat" prob i have? Gonna fiddle with the hexing today anyway, but PS is sort of what I am good at...hexing...well, not yet!
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@DD ;)...works like a charm!. Its not 54 vertices in the "sapca_o01" but 115, that's 73 00 00 00 ;) I think you looked at the "sapca_ca01"
I can see the texture just fine ingame but as I did this quick and dirty, just pasted the code in all 12 "sapca's" just to see if I got the desired effect. I did this as the models sort a loads at random, and instead of waiting for "THE" model to load I simply used it on all, so the models are a bit fuked up :p But anyhow seems to work. Now to the tedious work of doing this to all 12 models. Cheers and Thanks CC! EDIT: This is actually a pretty "backwards method" not that it don't work, but it would be so much more "fluid" to just be able to export, tweak, import, play :p. I can see in this thread you guys are looking hard for a better method to fix this. As i get more experience with this 3D stuff I will chip in where I can. |
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