How to add glare to helmets?
Moderator: Moderators
- SpartanA259
- Captain

- Posts: 498
- Joined: Tue Jul 19, 2011 2:47 pm
- Projects :: Orion City
- xbox live or psn: Steam: [404] Ash
- Location: New Reno, Nevada
How to add glare to helmets?
So this is probably a noob question but im trying to add glare to the Imperial Scout Troopers helmet and I cant figure out how. If it can be skinned on the program im using is Gimp.
-
AQT
- Gametoast Staff

- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: How to add glare to helmets?
Nah, it's only a "noob" question because you didn't specify exactly what you wanted.SpartanA259 wrote:So this is probably a noob question
A glare-glare can be achieved using an environent map or specular map. Check out the following link for more information:
[b][color=#FF8000]The FAQ / Everything You Need Thread Version 2.0[/color][/b] wrote:...
Model (msh)
... ...
That is another option. GIMP tutorials plague the Internet.SpartanA259 wrote:If it can be skinned on the program im using is Gimp.
- SpartanA259
- Captain

- Posts: 498
- Joined: Tue Jul 19, 2011 2:47 pm
- Projects :: Orion City
- xbox live or psn: Steam: [404] Ash
- Location: New Reno, Nevada
Re: How to add glare to helmets?
Sweet thanks. 
-
Jaspo
- Command Sergeant Major

- Posts: 282
- Joined: Sun Mar 01, 2009 4:34 am
- Projects :: AotC DoW+++Boonta Eve Classic
- xbox live or psn: No gamertag set
- Contact:
Re: How to add glare to helmets?
I think hex editing is necessary--I've been able to make things shiny by first using repsharpshooter's meshtool program (the command needed is envmap after you load the desired msh file...and you need to include ".msh" in the filename when you do that)
but the envmap alone doesn't work...you need to copy the stuff in the darktrooper msh's material's DATA4 section and put it into the file you just got from the meshtool, overwriting it's (presumably blank) DATA4 section. Keep in mind you need to change the meshtooled mesh from being .m5h to .msh also...and also keep in mind that with hex editing the characters typically cannot be shifted or the file will become corrupt...so overwrite rather than inserting.
but the envmap alone doesn't work...you need to copy the stuff in the darktrooper msh's material's DATA4 section and put it into the file you just got from the meshtool, overwriting it's (presumably blank) DATA4 section. Keep in mind you need to change the meshtooled mesh from being .m5h to .msh also...and also keep in mind that with hex editing the characters typically cannot be shifted or the file will become corrupt...so overwrite rather than inserting.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: How to add glare to helmets?
hexediting is not necessary. with the common material information the object will be pretty bright/shiny ingame though.(thats with edit flags but i dont think meshtool changes the material information to something that makes the envmap weaker)
if you are going more for the look of reflective glass you should hexedit the material.
if you are going more for the look of reflective glass you should hexedit the material.
- SpartanA259
- Captain

- Posts: 498
- Joined: Tue Jul 19, 2011 2:47 pm
- Projects :: Orion City
- xbox live or psn: Steam: [404] Ash
- Location: New Reno, Nevada
Re: How to add glare to helmets?
Ok so if im trying to make like a mirror effect on a helmet I need to hexedit.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: How to add glare to helmets?
if you want the surface to be just reflective and nor bright then yes.
- SpartanA259
- Captain

- Posts: 498
- Joined: Tue Jul 19, 2011 2:47 pm
- Projects :: Orion City
- xbox live or psn: Steam: [404] Ash
- Location: New Reno, Nevada
Re: How to add glare to helmets?
Ok thanks.
-
AQT
- Gametoast Staff

- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: How to add glare to helmets?
Jaspo wrote:but the envmap alone doesn't work...you need to copy the stuff in the darktrooper msh's material's DATA4 section and put it into the file you just got from the meshtool, overwriting it's (presumably blank) DATA4 section.
Just to clear things up, all meshtool does is change the flag value and add in the extra line for the secondary texture, accordingly; the original material information stays the same. In terms of environment maps, you only need to manually hex edit in the Dark Trooper's material or any other material information according to your preference, and that is how intense you want the specular to be.DarthD.U.C.K. wrote:but i dont think meshtool changes the material information to something that makes the envmap weaker)
