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Hex Editing Out Transparency Problems

Posted: Sat Mar 05, 2011 11:45 pm
by modmaster13
Hi after I munged my map with the Rhen Var ice cave odfs, the floors suddenly be come invisible. I know Marvel4 has had this problem because he changed the tga. floor in his Rhen var conversion. What is up with that?
Hidden/Spoiler:
Image

Re: Floor suddenly see-through?

Posted: Sun Mar 06, 2011 2:39 am
by AQT
Well, if the ice cave MSH's are invisible, and the game didn't crash, perhaps you made the TGA's pertaining to them completely transparent? Do you mind posting a screenshot of the problem?

Re: Floor suddenly see-through?

Posted: Sun Mar 06, 2011 12:16 pm
by modmaster13
AQT wrote:Well, if the ice cave MSH's are invisible, and the game didn't crash, perhaps you made the TGA's pertaining to them completely transparent? Do you mind posting a screenshot of the problem?
The .tga's were already transparent, I took them from the BF1 mod tools. I'll post a screenshot later cause I'm not home right now. Ps, only the floor was invisible, not the entire MSH.

Re: Floor suddenly see-through?

Posted: Sun Mar 06, 2011 12:18 pm
by DarthD.U.C.K.
so what exactly is your problem? that the floor is invisible even though the texture is not completely transparent?

Re: Floor suddenly see-through?

Posted: Sun Mar 06, 2011 5:49 pm
by modmaster13
Hidden/Spoiler:
Image
:? :?
Hope that helps give people a clue on what is going on. :wink:

Re: Where did the floor go?

Posted: Sat Mar 12, 2011 6:05 am
by DarthD.U.C.K.
even though you didnt answer my question, i assume that this may be caused by the floor having onesided transparency (=invisible from one side), if that is the problem, open the msh-file in a hexeditor, search for the material using the floortexture and change the singlesided transparency to doublesided

Re: Where did the floor go?

Posted: Sat Mar 12, 2011 4:49 pm
by modmaster13
Ok, I opened rhn1_prop_tunnel_turn.msh w/ the HE and I found ATRB.
It says "8========08=Render Ice" after 6th place over from "B." There is a "t", should I write over that?

Re: Where did the floor go?

Posted: Sat Mar 12, 2011 5:09 pm
by DarthD.U.C.K.
hmmm, does it have a value in the 5th place?

Re: Where did the floor go?

Posted: Sat Mar 12, 2011 5:20 pm
by modmaster13
DarthD.U.C.K. wrote:hmmm, does it have a value in the 5th place?
It is a blank space.

Re: Where did the floor go?

Posted: Sat Mar 12, 2011 5:30 pm
by DarthD.U.C.K.
alright, try putting "08" in the fifth place and "00" in the 6th place and see what happens ingame.

Re: Where did the floor go?

Posted: Sat Mar 12, 2011 5:33 pm
by AceMastermind
modmaster13 wrote:Ok, I opened rhn1_prop_tunnel_turn.msh w/ the HE and I found ATRB.
It says "8========08=Render Ice" after 6th place over from "B." There is a "t", should I write over that?
Where are you seeing this?

This is what I see:
  • rhn1_prop_tunnel_turn.msh has an option file named Rhn1_prop_tunnel_turn.msh.option.
    Rhn1_prop_tunnel_turn.msh.option contains:
    • -vertexlighting
      • which indicates some kind of vertex coloring.
    rhn1_prop_tunnel_turn.msh uses 2 materials.
    One is for the major cave geometry just flagged for Specular
    The other is for the floor geometry which is flagged for ice refraction (16) with single-sided transparency (4).
    The floor geometry uses Rhn1_prop_floor_01.tga which is a 32-bit image with alpha channel.
    There is also a bump map assigned in the TX1D slot named Rhn1_prop_floor_01_bump.tga.
    Rhn1_prop_floor_01_bump.tga is a 24-bit image.
    Rhn1_prop_floor_01_bump.tga has an option file containing this:
    • -bumpmap -forceformat v8u8 -bumpscale 6.0
misc_documentation.doc wrote:-vertexlighting
  • If this model has any geometry with vertex colors, interpret them as burned in vertex lighting. Default behavior is to interpret them as a modifier to the diffuse color of the object.
-bumpmap
  • Treat the input texture as a grayscale height map to be converted into an RGB normal map. Only RGB or RGBA output formats will work. If the input texture and output format both have an alpha channel, it will be copied.
-forceformat <string>
  • Set the output format of this texture.
-bumpscale <float>
  • For bumpmaps, scale the heightmap by the given factor when generating the normal map.

Notes
The v8u8 format is a bumpmap compression format that only has a red and green channel and is a signed two-component format that creates slightly larger textures than regular DXTC texture compression, but can be decompressed a bit quicker. This format is for storing two grayscale masks and has no compression so the red and green are identical to the targa source. ATI cards might not be able to use this format, but NVidia cards can.

Re: Where did the floor go?

Posted: Sat Mar 12, 2011 6:23 pm
by modmaster13
Sorry but Idk how else to see the floor, I tried setting the bump.tga as the floor tga but that didn't work.

Re: Where did the floor go?

Posted: Sat Mar 12, 2011 6:25 pm
by DarthD.U.C.K.
AceMastermind wrote: rhn1_prop_tunnel_turn.msh uses 2 materials.
One is for the major cave geometry just flagged for Specular
The other is for the floor geometry which is flagged for ice refraction(16) with single-sided transparency(4).
i think you have to set the singlesided transparencyof this material to doublesided.

Re: Where did the floor go?

Posted: Sat Mar 12, 2011 10:28 pm
by modmaster13
DarthD.U.C.K. wrote:
AceMastermind wrote: rhn1_prop_tunnel_turn.msh uses 2 materials.
One is for the major cave geometry just flagged for Specular
The other is for the floor geometry which is flagged for ice refraction(16) with single-sided transparency(4).
i think you have to set the singlesided transparencyof this material to doublesided.
I turn it to doublesided using the instructions you gave me? Am I correct...or not? :?

Re: Where did the floor go?

Posted: Sun Mar 13, 2011 4:52 am
by DarthD.U.C.K.
yeah, there is no other way to make it doublesided.

Re: Where did the floor go?

Posted: Sun Mar 13, 2011 9:59 am
by modmaster13
Ok, I added 08 to the 5th place and 00 to the 6th place. The entire msh is black. :runaway:
Hidden/Spoiler:
Image
Exept for the water, of course. This is rhn1_prop_tunnel_height.msh

Re: Where did the floor go?

Posted: Sun Mar 13, 2011 10:59 am
by DarthD.U.C.K.
you should keep the 16 in the 6th place.

Re: Where did the floor go?

Posted: Sun Mar 13, 2011 12:16 pm
by modmaster13
DarthD.U.C.K. wrote:you should keep the 16 in the 6th place.
How about this for the hex string?
Hidden/Spoiler:
42_04_00_00_20_08_16
I munged it and it came up with this:
Hidden/Spoiler:
Image

Re: Where did the floor go?

Posted: Sun Mar 13, 2011 9:11 pm
by Teancum
It'd probably be much easier to ask Marvel4 for those msh files.

Re: Where did the floor go?

Posted: Mon Mar 14, 2011 6:31 pm
by modmaster13
Teancum wrote:It'd probably be much easier to ask Marvel4 for those msh files.
I sent him a PM, but he hasn't been online for like a week. :runaway: