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Old 01-18-12, 08:45 AM   #16
Kafka BC
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Hmmmm.

In the environment I am doing for my modified stock game, I seem to have the opposite problem. The hands are too dark, almost like they are wearing gloves.

This is a midnight shot and looks a tad brighter in the game.



Just checked, I think it is because of different diffuse color settings for the head and body. Will have to test some other day.

Head Diffuse color: 255; 255; 255
Head Glossiness: 63

Body Diffuse color: 149; 149; 149
Body Glossiness: 25

Emissive for both are 0.
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Ah, for just one time I would take the Northwest Passage
To find the hand of Franklin reaching for the Beaufort Sea
Tracing one warm line through a land so wide and savage
And make a Northwest Passage to the sea.

- Stan Rogers (1949-1983)

Last edited by Kafka BC; 01-18-12 at 11:51 AM.
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Old 01-18-12, 11:42 AM   #17
Kafka BC
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Oh heck, just had to test it. Yep, that was it.

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Ah, for just one time I would take the Northwest Passage
To find the hand of Franklin reaching for the Beaufort Sea
Tracing one warm line through a land so wide and savage
And make a Northwest Passage to the sea.

- Stan Rogers (1949-1983)
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Old 01-18-12, 12:30 PM   #18
Kafka BC
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Quote:
Originally Posted by diluvian View Post
never had the problem myself, gloves :]
It only happened at night.

Thanks for the links to the mods, I just downloaded and will try them out.
A quick look at them shows me that Venatore did the same as what I just done and upped the Diffuse color in the *.dat files, as well as the Emissive values.

Regards
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Ah, for just one time I would take the Northwest Passage
To find the hand of Franklin reaching for the Beaufort Sea
Tracing one warm line through a land so wide and savage
And make a Northwest Passage to the sea.

- Stan Rogers (1949-1983)
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Old 01-18-12, 12:41 PM   #19
Victor Schutze
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Quote:
Originally Posted by Kafka BC View Post
Hmmmm.

In the environment I am doing for my modified stock game, I seem to have the opposite problem. The hands are too dark, almost like they are wearing gloves.

This is a midnight shot and looks a tad brighter in the game.



Just checked, I think it is because of different diffuse color settings for the head and body. Will have to test some other day.

Head Diffuse color: 255; 255; 255
Head Glossiness: 63

Body Diffuse color: 149; 149; 149
Body Glossiness: 25

Emissive for both are 0.

Yes, this is the opposite problem for me: heads are darken, hands are shining.

What software/files combination do you use to modify these values again?
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Old 01-18-12, 01:29 PM   #20
Kafka BC
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Quote:
Originally Posted by Victor Schutze View Post
Yes, this is the opposite problem for me: heads are darken, hands are shining.

What software/files combination do you use to modify these values again?
I used skwas' S3D and changed the Diffuse color for the *.tga files in the Body01.dat and Body02.dat files from 149; 149; 149 to 255; 255; 255, the same as in the heads *.dat files so they matched. I left the other settings unchanged. The setting in my above post are the original stock settings.

You may have to check all the body and head *.dat files to check thier Diffuse color and Emissive settings and and adjust to match. Remember to backup the originals or set copies up as a mod for JSGME like I did. You don't need to copy the *tga or other files if you do this, just the *.dat files and folder structure.

Hope that helps.
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Ah, for just one time I would take the Northwest Passage
To find the hand of Franklin reaching for the Beaufort Sea
Tracing one warm line through a land so wide and savage
And make a Northwest Passage to the sea.

- Stan Rogers (1949-1983)
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Old 01-18-12, 03:00 PM   #21
Victor Schutze
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Quote:
Originally Posted by Kafka BC View Post
I used skwas' S3D and changed the Diffuse color for the *.tga files in the Body01.dat and Body02.dat files from 149; 149; 149 to 255; 255; 255, the same as in the heads *.dat files so they matched. I left the other settings unchanged. The setting in my above post are the original stock settings.

You may have to check all the body and head *.dat files to check thier Diffuse color and Emissive settings and and adjust to match. Remember to backup the originals or set copies up as a mod for JSGME like I did. You don't need to copy the *tga or other files if you do this, just the *.dat files and folder structure.

Hope that helps.
I installed S3D in windows 7 64 bit. Strangely enough the program seems to be installed but does not appear in the list of apps?!

Anybody has the same experience with S3D?
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Old 01-18-12, 03:17 PM   #22
Anvart
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Do not forget about the ability to change controller ConfigureBumpMap for body... you can try to make parameters the same as for the head (differences only in SpecularColor and UTangent) or make something else.
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Last edited by Anvart; 01-19-12 at 04:34 PM.
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Old 01-19-12, 01:18 PM   #23
Kafka BC
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Quote:
Originally Posted by Victor Schutze View Post
I installed S3D in windows 7 64 bit. Strangely enough the program seems to be installed but does not appear in the list of apps?!

Anybody has the same experience with S3D?
Sorry, I can't help you there. I use XP 32 bit.

Have you figured it out since you posted this?


Quote:
Originally Posted by Anvart View Post
Do not forget about the ability to change controller ConfigureBumpMap for body... you can try to make parameters the same as for the head.
There are a lot of settings and differences between them in there. I wouldn't know where to start. Something I will have to try later, I am busy with another mod for awhile.

Cheers
__________________
Ah, for just one time I would take the Northwest Passage
To find the hand of Franklin reaching for the Beaufort Sea
Tracing one warm line through a land so wide and savage
And make a Northwest Passage to the sea.

- Stan Rogers (1949-1983)
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