Photoshop - Shine

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Lord-Bandu

Photoshop - Shine

Post by Lord-Bandu »

iv got the Battledroid to the colour im happy with but its gone all shiney which i do not want.

Iv also modded the Droidekas shield so its correct .

see pics....

The Droid is TOO shiney! :( http://img.photobucket.com/albums/v326/ ... dShine.jpg


The Shields are blue :D (ignore the battledroid in this pic ....it is an early colour test) http://img.photobucket.com/albums/v326/ ... shield.jpg


any1 know how to fix the shineyness???


ps. Im using the trial version of Adobe Photoshop Elements 3.0 . here is a pic of the settings im using when coloring http://photobucket.com/albums/v326/aldr ... ent=23.jpg
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Post by Saturn_V »

For those who don't know what it means, here's a picture.

The cubes have the same mesh, they have a slight bevel on the edges (to give the edge a little bit of "roundness" to show highlights)

The left one has been assigned a Phong shader, the right one a Lambert shader. Both have the same red color in the Diffuse slot, and are lit by a pure white spotlight.

Image
Lord-Bandu

Post by Lord-Bandu »

i understand that ,but, iv not made the battledroid . Iv noticed a very slight shite (phong) to the other droids but nothin to the amount my photoshoped battledroid has.

Its only occured since i modded it in photoshop. So its a setting in photoshop that has made the shine(phong) stand out even more. Im a newbie when it comes to retexturing in photoshop so i may have used the wrong settings.
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Post by Saturn_V »

"slight shite"

Quite
:D
R2-D2

Post by R2-D2 »

Can I have the map with the shiny driod?
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Post by Saturn_V »

Edit...
Last edited by Saturn_V on Wed Mar 23, 2005 6:39 pm, edited 1 time in total.
Lord-Bandu

Post by Lord-Bandu »

there is a glare on the shipped worlds droids but not as much as my photoshoped droid. i took the battledroids tga and just added a deep red on top of it . Its as if by adding this texture its emphasising the glare.
CCT*Ch@llenger

Post by CCT*Ch@llenger »

I don't know it is work but in your adobe test with the Auto Levels Option i test an i think it is good
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Post by ShadowHawk »

Bandu, upload it to the Mandalorian Wars FTP and I'll see what's up for ya.
Stellcat

Post by Stellcat »

Well i just want that droid :P
Lord-Bandu

Post by Lord-Bandu »

could it be anything to do with the way i added the standard battledroid ? i put it in instead of the pilotdroid.
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Post by ShadowHawk »

Did a little research and came across (by accident) an explaination and possible fix. Everyone was right about it being in the model. The model has a transparency on the material. I saw the darktrooper had a shine to it also, so I imported the model in milkshape. It was there I saw that the skin had a transparency. To remove your shine problem, use bconstructor to import it into milkshape, remove the make the opacity 100%, then export it to msh. Problem with that though is not everything imports. (I have not verified it in game, only from what I saw in milkshape. Yes it is the full version before anyone asks anyone asks.) Has anyone else tried to import a character mesh and got the same problem? I don't see all the bones listed (just 2)and nonconnected vectors outlining the head. (has done this on all character models and some vehicles, ex. acclamator class transport for rep, so far.) Back to the subject, once this problem is solved, your problem should be solved.
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Post by Saturn_V »

Looking at the textures, 'hawk is bang on the money about the transparency. There is an alpha channel, which looks lke it controls the position / amount of shine; I would suggest trying to fix the problem via the texture rather than the model, though. Make sure you save the original alpha channel from the droid texture with your modified texture (as a 32 bit tga)

just to continue off topic, these "nonconnected vectors" sound like reversed normals on the polygons... got a screengrab of the problem ?
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Post by ShadowHawk »

Actually I do. Yellow is for bandu and red is for you.

Image

Bandu: As you can see, here is the transparency. it is set in the model, but try Saturn_V's idea.

Saturn_V: As you can see, just dots for the head. I thought it was reversed also, but after rotating it, same results. HE IS HEADLESS!! :o

Also 1? section has a bunch of garbage linked to the main textured model. Solid too.

Image

Saturn_V: This shows the bones in bconstructor and in Milkshape. Milkshape only shows 2 while bconstructor shows 21. Both, along with the hardpoints, are 0,0,0 and flat.

2? section I need a detailed explaination on (like stell, I can be a dummy at times, plus it will help newbies) so I can be ready to port our Mandalorian Model to the game.
  1. In detail, what are these
  2. concerning HP_, where do they go, how do I use them, and how many can go on one model. (vehicles included)
  3. what needs to be added and where would I put those.
  4. where do the bones not listed in MS but are in BC go and what are they supposed to look like concerning the model?
(Think that somes up future questions on this area I hope.)

Hope the images help both of ya.
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Post by Nimlot »

Only groups with actual geometry are exported from bcon. Basically there is no physical vertex data associated with each thing, and milkshape doesnt like those kinds of groups. I'm still playing around with skeleton data to get that stuff exported aswell.
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Post by ShadowHawk »

Only groups with actual geometry are exported from bcon. Basically there is no physical vertex data associated with each thing, and milkshape doesnt like those kinds of groups. I'm still playing around with skeleton data to get that stuff exported aswell.
so basically, imported msh will not import fully into milksape as of yet.

Anyone with any tutorial or tips on importing a homemade model into BF? I tried to understand the info in the mod tool docs, but I had a hard time understanding both the model and animation parts. Can anyone translate it to plain english for me.
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