Page 1 of 1
How to add glare to helmets?
Posted: Sat Sep 24, 2011 10:21 pm
by SpartanA259
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.
Re: How to add glare to helmets?
Posted: Sat Sep 24, 2011 10:31 pm
by AQT
SpartanA259 wrote:So this is probably a noob question
Nah, it's only a "noob" question because you didn't specify exactly what you wanted.
A glare-glare can be achieved using an environent map or specular map. Check out the following link for more information:
SpartanA259 wrote:If it can be skinned on the program im using is Gimp.
That is another option. GIMP tutorials plague the Internet.

Re: How to add glare to helmets?
Posted: Sun Sep 25, 2011 1:50 am
by SpartanA259
Sweet thanks.

Re: How to add glare to helmets?
Posted: Thu Sep 29, 2011 12:48 am
by Jaspo
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.
Re: How to add glare to helmets?
Posted: Thu Sep 29, 2011 4:45 am
by DarthD.U.C.K.
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.
Re: How to add glare to helmets?
Posted: Thu Sep 29, 2011 10:15 am
by SpartanA259
Ok so if im trying to make like a mirror effect on a helmet I need to hexedit.
Re: How to add glare to helmets?
Posted: Thu Sep 29, 2011 10:26 am
by DarthD.U.C.K.
if you want the surface to be just reflective and nor bright then yes.
Re: How to add glare to helmets?
Posted: Thu Sep 29, 2011 10:36 am
by SpartanA259
Ok thanks.
Re: How to add glare to helmets?
Posted: Thu Sep 29, 2011 2:04 pm
by AQT
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.
DarthD.U.C.K. wrote:but i dont think meshtool changes the material information to something that makes the envmap weaker)
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.