Ship textures

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posted on June 28th, 2011, 9:15 pm
Last edited by score1_uk on June 28th, 2011, 9:20 pm, edited 1 time in total.
Hi,

I have added several ships to the game (constitution, miranda, nx-01 etc...). Problem Im having is although the textures are well detailed (512x512) and all have lightmaps, they dont react to the map lighting the same as the stock FO ships (eg: if light is above the ship, the underside is almost black in shadow apart from where the lightmap keeps windows on etc). My ships are not going dark on the underside (away from the map light sorce).

Also, what does it do when u have 4 diff size texture files of the same texture (eg: galaxy (512x512), galaxy_1 (256x256), galaxy_2 (128x128), galaxy_3 (64x64)). And how do u tie them in to the model?

Hope u understand. Please advise.
posted on June 28th, 2011, 9:32 pm
Last edited by Tyler on June 28th, 2011, 9:35 pm, edited 1 time in total.
Maybe there's something wrong with the way the model is set? I've had ones that didn't go entirely dark before, and it was because of incorrect settings. I could give you a file that changes them, then you can test this and see if that's the problem?

The 4 texture sizes are just different quality levels; set the level lower and it uses the smaller one. I don't think the smaller ones need to be added to the model.
posted on June 28th, 2011, 9:34 pm
What do u mean by the way the model is set?

If you can help please send anything I need to check to kevin_n_1982@hotmail.co.uk

Cheers,
Kev...
posted on June 28th, 2011, 9:40 pm
Yea, the different size texture files are for the Levels of Detail (LoD) used to give better graphics as you zoom in :).

Like Tyler said, that sounds like an incorrect materials setting. There are some ways to edit it, though I do not have a hex editor (or another editor) to do so. If nobody responds here in the affirmative in a few hours, I'd recommend asking Megadroid for help with this :) .
posted on June 28th, 2011, 9:42 pm
There are some settings in the model that determine how it reacts to the light. Others could probably explain it better. I'll attach a file I use to change those settings.

Once you load an sod, it will have a list under 'Materials'. Select each thing under there and make sure the Ambient, Diffuse and Emissive boxes are black/white/black respectivly. Clicking the box allows you to change it.

Hopefully, the lighting should work.

Attachments

[The extension has been deactivated and can no longer be displayed.]

SOD Material Editor.JPG
posted on June 28th, 2011, 9:49 pm
hum, all seems well to me. Could I mail u the model and u have a look? I use ms3d for modelling btw.
posted on June 28th, 2011, 9:52 pm
I'm not a modeller myself, and can only really change textures. That program is the only real model-work I can really do...
posted on June 28th, 2011, 9:56 pm
ah, ok. If any1 else is able to help please let me know and Ill send a model over to look at.
posted on June 28th, 2011, 9:58 pm
So does that program not fix the problem?
posted on June 28th, 2011, 10:09 pm
no, when I load up a model that doesnt work right, it has black/white/black already.
posted on June 29th, 2011, 8:59 am
Ok, im out of ideas. I have loaded the intrepid that comes with FO in milkshape 3d aun copied the texture settings and still no luck.

Should the texture names be like this: !phong_nacelles_!opaque (nacelles been the group name)?
posted on June 29th, 2011, 11:32 am
score1_uk wrote:Should the texture names be like this: !phong_nacelles_!opaque (nacelles been the group name)?


If you want the model to react to ambient light sources (such as resource moons), and react to the directional light better then the !phong tag is a must. Personally, I use this:

!phong_name_!default

That one has the added benefit of keeping the smooth groups on export, something which always bugged me.
posted on June 29th, 2011, 1:13 pm
Im so not getting anywhere with this :(
posted on June 29th, 2011, 4:23 pm
Here is what I mean:

Image

The 1st ship is not reacting the same way as the 2nd.

The 1st ships textures all have lightmaps, and the texture names have the layout: !phong_name_!default. Im exporting as a a2 sod file. I have added the LOD files but have not done a bump map (do I need 1?).

Maybe it has somethin to do with these settings in milkshape 3d:

Image

What should they be set to?

I know it will turn out to be something simple but I aint been moding for a while and need some advice.
posted on June 29th, 2011, 7:51 pm
check if the ships textures have a complete white alpha channel. The alpha channel is the self illumination, and white will mean "i'm all bright!". Try replacing it with a complete black alpha channel if that should be the case.
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