Kamino Textures
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MandeRek
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Kamino Textures
Hey there! I'm doing some models with the stock kamino textures, the interior one, but ingame they're gray!
I tried adding a envmap with the meshtool but it didn't look the same.. Does someone know what type of editflags it uses? Then I can just apply it in xsi I guess?
Thanks in advance!
I tried adding a envmap with the meshtool but it didn't look the same.. Does someone know what type of editflags it uses? Then I can just apply it in xsi I guess?
Thanks in advance!
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Marth8880
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Re: Kamino Textures
Are you talking about the reflective attribute of it?
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MandeRek
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Re: Kamino Textures
All of it.do that would indeed be some sort of reflection. I don't know how to check these things in HexEdit or something..
- DarthD.U.C.K.
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Re: Kamino Textures
the interor materials dont have any special flagsbut i think they have vertexcolors that make them brighter.
the textures themselves look pretty bright already though.
the textures themselves look pretty bright already though.
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MandeRek
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Re: Kamino Textures
Right... How do I add vertex lighting? Just by coloring, like in the tut?DarthD.U.C.K. wrote:the interor materials dont have any special flagsbut i think they have vertexcolors that make them brighter.
the textures themselves look pretty bright already though.
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Marth8880
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MandeRek
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Re: Kamino Textures
Right. Does someone have experience with this? When I used only vertexlighting, the glow looks really weird. WhenI used vertexlighting and editflags - glow I got a huge amount of glow. Tried to reduce it by vertexlighting but no succes.
What does opacity mean?
And last, when I tried only editflag - glow and lighting from ZE I got some walls glowing too bright, and some walls not at all.
The way described in the tut used glow and vertexlighting, so a glowmap was needed. Still, the KAM folder has no glow texture at all. But they do have vertexlighting. So.. they only used vertexlighting? And a light in ZE I guess? What would be an 'even' spread light in ZE? I tried a huge omni but that gave some strange results.
What does opacity mean?
And last, when I tried only editflag - glow and lighting from ZE I got some walls glowing too bright, and some walls not at all.
The way described in the tut used glow and vertexlighting, so a glowmap was needed. Still, the KAM folder has no glow texture at all. But they do have vertexlighting. So.. they only used vertexlighting? And a light in ZE I guess? What would be an 'even' spread light in ZE? I tried a huge omni but that gave some strange results.
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Marth8880
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Re: Kamino Textures
Opacity is the opposite of transparency. If a texture is 75% opaque, it is 25% transparent.
By an evenly-spread light, a directional light with a bounding region would probably be correct.
By an evenly-spread light, a directional light with a bounding region would probably be correct.
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Re: Kamino Textures
yes, glow and vertexcolors are totally independent. if you use vertexcolors on an object it will have that color ingame. if you give the model a msh.option with "vertexlighting", swbf will inertpret the vertexcolors as lighting baked in vertexcolos. thus surfaces that are colored bright will be brighter than usual ingame and darker colored surfaces will become darker than normal. you dont need an additonal light in ze, one directional light should be enough.MandeRek wrote:The way described in the tut used glow and vertexlighting, so a glowmap was needed. Still, the KAM folder has no glow texture at all.
if you want to make a surface really glow, use fifthplace glow. you activate it by hexeditiong "02" in the fifth place after ATRB. its better than normal rendertype glow because its stronger, the color of the diffuse texture is used and its alphachannel defines the glowstrength so you dont need any additional textures.
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Re: Kamino Textures
So you're creating new models and using the Kamino interior textures but they're not giving you the same results as the stock objects? Choose an object with the attributes you want to reproduce and we'll break it down.MandeRek wrote:Hey there! I'm doing some models with the stock kamino textures, the interior one, but ingame they're gray!
I tried adding a envmap with the meshtool but it didn't look the same.. Does someone know what type of editflags it uses? Then I can just apply it in xsi I guess?
Thanks in advance!
Things that'll make life easier when tackling this stuff:
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MandeRek
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Re: Kamino Textures
@Ace
Okay, let's say I'll take the below file as breakdown item. I basicly just want to know, how, why and with what properties the walls/ceiling/floor are shining?
Below is the info from MSHViewer, from the kam_bldg_interior_right_entry.msh.
I'll remove the edit frag attributes from my material and add vertexlighting without ZE light. Then I'll try and play with this lighting a bit, and see what results I get. Will post here ofcourse!
Edit/Add:
Okay, when I used vertexlighting with glow envmap I got bright light, no matter how I adjusted the vertex colors.
When I used just the glow editflag, and lights from ZE, the glow was unevenly spread (although a good lighting might fix that problem)
Then, I applied the vertexlighting again, and the glowenvmap, and played a bit with the glow.tga
I haven't tested what the alphachannel did, but the fix for me was the color. A white glow.tga gives a very bright light. Again, with vertexcolors as combi; no ZE light is required. But when I adjusted glow.tga with brightness to lowest (it turned gray) I got no glow ingame at all. When I set the brightness of the texture in between white and gray, I got a perfect glow!
So adjusting the glow.tga is a good thing to do. It's actually quite fun as well:

It's not the Kamino way, but it is sortoff, and it looks okay, so for me, this topic can be closed. Thanks for all your help guys!
Okay, let's say I'll take the below file as breakdown item. I basicly just want to know, how, why and with what properties the walls/ceiling/floor are shining?
Below is the info from MSHViewer, from the kam_bldg_interior_right_entry.msh.
Hidden/Spoiler:
Edit/Add:
Okay, when I used vertexlighting with glow envmap I got bright light, no matter how I adjusted the vertex colors.
When I used just the glow editflag, and lights from ZE, the glow was unevenly spread (although a good lighting might fix that problem)
Then, I applied the vertexlighting again, and the glowenvmap, and played a bit with the glow.tga
I haven't tested what the alphachannel did, but the fix for me was the color. A white glow.tga gives a very bright light. Again, with vertexcolors as combi; no ZE light is required. But when I adjusted glow.tga with brightness to lowest (it turned gray) I got no glow ingame at all. When I set the brightness of the texture in between white and gray, I got a perfect glow!
So adjusting the glow.tga is a good thing to do. It's actually quite fun as well:
It's not the Kamino way, but it is sortoff, and it looks okay, so for me, this topic can be closed. Thanks for all your help guys!
