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Re: Inside Edit Flags (FAQ)
Posted: Fri Dec 03, 2010 3:31 pm
by DarthD.U.C.K.
well, that depends on how the console is build.
the easiest way (and how pandemic did it i think) is to give the console hard-edged transparency and make the parts that should glow invisible. then make a simple white grid slightly under/behind the actual console, give it another material and then simply put a "02" or "03" in the 5th place for this material.
Re: Inside Edit Flags (FAQ)
Posted: Fri Dec 31, 2010 6:42 pm
by Null_1138
Hey Duck, I like what you did with the force ghost Obi there, and I want to apply that to a texture that I have. Right now I just have "02" in the fifth place after ATRB, but it makes the whole texture light up, when I want only the brightest part to glow. Would your "51" work for that?
Re: Inside Edit Flags (FAQ)
Posted: Sat Jan 01, 2011 9:58 am
by DarthD.U.C.K.
does the texture have transparency? if not you probably dont have to use the 5.
but yes, 01 makes the brighter parts glow more. i cant guarantee that it will work out how you want because i ont know what you want to do with what and because the effects differ depending on the combination of numbers.
Re: Inside Edit Flags (FAQ)
Posted: Sat Jan 01, 2011 12:16 pm
by Null_1138
Here's said texture. Its going on the shipped kas2_bldg_barrier_msh. What I want to happen is for the light to respond to the light bloom setting (i.e. to glow when it's checked), but I don't want the stone and metal portions to glow as well. Could that be made possible by hex editing, or is a more elaborate method required?
Re: Inside Edit Flags (FAQ)
Posted: Sat Jan 01, 2011 12:30 pm
by DarthD.U.C.K.
to make only certain parts glow you have to use a glowmap.
to do that uses repsharpshooters meshtool and choose bumpmap.
open the mshfile with a hexeditor, search for "bump" an rename it to "glow".
now put "16" on the 6th place after atrb and 00 on the 5th place. you could try 02 and 03 on the fith place too, maybe it will make the glow independend form the lighting, i dont know
then make a texture called "texturename_glow" and color everything grey except for the parts you want to have glow. they should have the color they should glow in.
Re: Inside Edit Flags (FAQ)
Posted: Mon Jan 03, 2011 11:28 am
by giftheck
AceMastermind wrote:Transparency and tick box options are found 5th place over from ATRB (after "B")
- Hex/Name
00 = No transparency/no options ticked
04 = Single sided transparency
08 = Double sided transparency
10 = Hard Edged Transparency(only)
14 = Single sided Transparency with Hard Edged Transparency option ticked
18 = Double sided Transparency with Hard Edged Transparency option ticked
Has anybody ever found out what other options there are beyond these? And what do these actually do? Is it possible through this to have a texture that is double-sided when viewed ingame?
Re: Inside Edit Flags (FAQ)
Posted: Mon Jan 03, 2011 1:44 pm
by DarthD.U.C.K.
yes, i did. you can find the results on the first page of this topic
and to your second question: yes, that is exactly the effect.
Re: Inside Edit Flags (FAQ)
Posted: Thu Jan 06, 2011 9:16 am
by giftheck
So through the edit flags, I can make the addon kama mesh appear double-sided? Cool, I'll try that.
Re: Inside Edit Flags (FAQ)
Posted: Thu Jan 06, 2011 1:05 pm
by DarthD.U.C.K.
yes, you can do it through simple hexeditiing too, but make sure to make it hardedged.
Re: Inside Edit Flags (FAQ)
Posted: Thu Jan 06, 2011 7:50 pm
by AQT
@Null_1138: With that particular MSH, you shouldn't have the 02 in the fifth place after every ATRB. Make sure you only apply it to the MATD(s) that corresponds to the lighted parts. I think, by default, the MATD in which the lighted parts use has 01 in the fifth place after ATRB. That should save you some time from guessing.
Re: Inside Edit Flags (FAQ)
Posted: Fri Jan 07, 2011 11:33 am
by DarthD.U.C.K.
the lights have a seperate material? then you dont have to use the meshtool and a lightmap and just hexedit 02 or 03.
Re: Inside Edit Flags (FAQ)
Posted: Sat Jun 30, 2012 12:12 pm
by ANDEWEGET
Better explanation of the old post:
The 5th place after ATRB is calculated from all the individual values of the used flags.
Incase the pic goes down:
Emissive - 1 - 01
Glow - 2 - 02
Singlesided - 4 - 04
Doublesided - 8 - 08
Hardedged transparency - 16 - 10
Per Pixel Ligthing - 32 - 20
Additive Transparency - 64 - 40
Specular - 128 - 80
Example: I want to use Specular, Per Pixel Lighting and Emissive.
1. Add all flag values:
Specular + PerPixel Lighting + Emissive
...128.....+.......32............+....1.......= 161
2. Now convert/pack the value so we get the hex representation. In the example it's A1.
New HTML/JS calculator here:
http://schlechtwetterfront.github.io/ze_filetypes/
Re: Inside Edit Flags (FAQ)
Posted: Sat Jun 30, 2012 2:09 pm
by THEWULFMAN
If that is what I think it is, and you're saying what I think you're saying, this is freaking awesome and thank you so much! Brilliant stuff!
EDIT: Aw, the program crashes for me.
Re: Inside Edit Flags (FAQ)
Posted: Sat Jun 30, 2012 2:25 pm
by ANDEWEGET
This requires the Java version from today which I used to create it. Ive only tested it on my computer so there might be other problems...
Re: Inside Edit Flags (FAQ)
Posted: Sat Jun 30, 2012 2:27 pm
by THEWULFMAN
Jep, I'm installing the newest version as I type.
Re: Inside Edit Flags (FAQ)
Posted: Sat Jun 30, 2012 3:23 pm
by AceMastermind
Outstanding! Thanks for sharing, now we can map out what every value combination is.
Edit:
I also want to post an update on the texture slots 1-3 in Edit Flags based on what i've seen looking through a lot of msh files. I don't think it matters which slot you put detail and bump texture names. Just start with the first slot, but order doesn't seem to make a difference, they simply need to be listed. Environment map textures are consistently listed in the 3rd slot(TX3D) though, even if no other textures are listed.
Re: Inside Edit Flags (FAQ)
Posted: Sat Jun 30, 2012 4:22 pm
by Marth8880
Tests!
Basic cube, white texture, opacity 25%, glow + single-sided transparency (00 00 00 00 06).
Same mesh and texture, no glow, only single-sided transparency (00 00 00 00 04).
Same mesh and texture, opacity 50%, glow + single-sided transparency (00 00 00 00 06).
It appears that transparency gets rid of the bloom but still brightens the pixels, just like when one has light bloom turned off, but at least the transparency is still retained.
Re: Inside Edit Flags (FAQ)
Posted: Sun Jul 01, 2012 8:35 am
by AceMastermind
All possible 5th place flags:
You can see the pattern if you look closely.
These high bit values always represent these flags:
These low bit values always represent these flags:
Pair up a high bit and low bit value to complete a hex value.
Re: Inside Edit Flags (FAQ)
Posted: Sun Jul 01, 2012 9:34 am
by THEWULFMAN
Wow Ace, thanks a Quadrillion! That list is very helpful and saves everyone a lot of trouble.
