does anyone know, how to make a Object reflective? I want to make the Jet Trooper reflective.
Thanks
Re: Reflecting Models/Textures
Posted: Sun May 02, 2010 10:58 am
by ANDEWEGET
There is no real reflectivity in SWBF I/II for objects except Reflection Regions for bigger static objects. In SWBF II theres a flag which simulates reflection, but as far as i know it doesnt work in SWBF I.
Re: Reflecting Models/Textures
Posted: Sun May 02, 2010 2:45 pm
by deagle
okay...
But I think the Dark Trooper has a little reflect on the texture, for the lightareas I think? Maybe that work?
Thanks
Re: Reflecting Models/Textures
Posted: Mon May 03, 2010 6:59 am
by ANDEWEGET
That would be specular then. Its a flag and you can hex edit it similar to how you would hex edit transparency.
Hidden/Spoiler:
[quote="AceMastermind"][quote="Maveritchell"]If you want to enable transparency, open up your .msh file with a hexeditor and find the name of the texture to which you're going to give transparency (search for .tga), say it's rep_inf_sharpshooter_cape.
Once your cursor is on the name of the .tga, move it back a few places to where it says HBATRB - place your cursor on the place immediately after the last "B."
The next 8 places should be "04 00 00 00 00 00 00 00."
Change that to "04 00 00 00 04 00 00 00."
Then save the mesh file and give your actual texture an alpha channel.[/quote]
I'm going to add some more to this for those who like to hex edit.
Transparency and check box options are found 5th place over from ATRB (after "B")
[list=n]Hex/Name
00 = No transparency/no options checked
04 = Single sided transparency
08 = Double sided transparency
10 = Hard Edged Transparency(only)
14 = Single sided Transparency with Hard Edged Transparency option checked
18 = Double sided Transparency with Hard Edged Transparency option checked ***See Notes[/list]
List of unknown hex found 5 places after ATRB in various msh files:
[list=n]Hex/My best guess
01 = Emmisive color?
02 = Glow alternative?
05 = Combination of Emissive Color and Single Sided Transparency?
09 = ?
49 = ?
80 = Specular enabled?
81 = ?
84 = ?
88 = ?
a0 = ?
c8 = ?[/list]
They are unknown because they can not be produced by the options given in our version of Edit Flags though apparently they are still used in the game but must be hex edited into the material.
Pandemic obviously used a more advanced version of Edit Flags at their studio, the BF2_materials.doc shows an image of a different version than we got with the modtools.
Their version was apparently designed for optimizing assets for Xbox and PS2 as well.
Render Types are found 6th place over from ATRB (after "B")
[list=n]Render Type/Hex/Rendertype name
1 ========== 01 = Render Glow(unused?)
2 ========== 02 = Render Lightmap
3 ========== 03 = Render Scrolling *See Notes
4 ========== 04 = Render Specular
5 ========== 05 = Render Gloss Map
6 ========== 06 = Render Chrome (Meshtool's environment map flag)
7 ========== 07 = Render Animated
8 ========== 08 = Render Ice
9 ========== 09 = Render Sky
10 ========= 0a = Render Water
11 ========= 0b = Render Detail (Meshtool's "glow" flag)
12 ========= 0c = Render 2 Scroll (V)
13 ========= 0d = Render Rotate
14 ========= 0e = Render Glow Rotate
15 ========= 0f = Render Planar Reflection
16 ========= 10 = Render Glow Scroll
17 ========= 11 = Render Glow 2Scroll
18 ========= 12 = Render Curved Reflection
19 ========= 13 = Render NormalMap Fade
20 ========= 14 = Render NormalMap InvFade
21 ========= 15 = Render Ice Reflection
22 ========= 16 = Render Ice Refraction
23 ========= 17 = Render Emboss
24 ========= 18 = Render Wireframe
25 ========= 19 = Render Energy **See Notes
26 ========= 1a = Render Afterburner
27 ========= 1b = Render Bumpmap (Meshtool's bumpmap flag, also changes 5th place after ATRB to 80)
28 ========= 1c = Render Bumpmap+Glossmap
29 ========= 1d = Render Teleportal
30 ========= 1e = Render MultiState
31 ========= 1f = Render Shield [/list]
[list=n]Render Type above refers to the #s given in the BF2 Edit Flags list
The Render Type name list is based off the BF1 fixed Edit Flags, not Squipples grid.
Some Render Types also require a texture input or/in addition to alpha channel in order to work properly.
Some of the Render types are apparently named incorrectly or are mixed up and some may not even work at all on PC.[/list]
5th place after FLGS
[list=n]00 = Unhidden
01 = Hidden [/list]
Notes:[list=n]*Data0(U or horizontal) -Scroll speed is 7th place over from ATRB (after "B") *Data1(V or vertical) -Scroll speed is 8th place over from ATRB (after "B")
You can use this information to adjust your scroll speeds in the msh file rather than having to re-export the msh, to save time.[/list]
[list=n]**Data1 -Frequency of the throbbing diffuse texture can be adjusted.[/list]
[list=n]***It appears this is used along with Data0 and Data1 according to fel1_bldg_pitcher_M.msh and seems to be used a lot on foliage or plant props[/list]
[list][*]I saw no change in the msh file when the Emissive Color, Cast Shadows, or Receive Shadows options were checked in BF2 Edit Flags. It's possible that these options can be used as I have my suspicions from looking through shipped msh files but they may have to be edited in manually because our version of the Pandemic Tools might be broken or is skipping them when converting to msh.
[*]If you're curious as to which flags Pandemic used in some assets then you can look in the msh file and see which ones by looking at the 5th or 6th place after ATRB and compare it to my make-shift table above.
[*]cis_tread_tank.msh has hex 02(unknown) 5 places after HBATRB, not sure what this one is, could be something meant for XBox or PS2.
[*]kam_bldg_pod1.msh has hex 01(unknown) 5 places after BATRB
[*]dea1_bldg_blast_corridor.msh has hex 80(unknown) 5 places after HCATRB and a hex 88(unknown) 5 places after HBATRB
[*]hoth_prop_command_console_c.msh has hex 09 (unknown) 5 places after HBATRB
[*]dea1_bldg_froom_spinner.msh has hex 81(unknown) 5 places after BATRB
[*]rep_bldg_forwardcenter.msh has hex 05(unknown) 5 places after HBATRB
[*]fel1_bldg_bladder.msh has a hex 84(unknown) 5 places after HBATRB
[*]com_sfx_muzzleflash.msh has a hex 49(unknown) 5 places after HBATRB
[*]imp_inf_darthvader.msh has a hex a0(unknown) 5 places after AATRB
[*]com_sfx_buff.msh has a hex c8(unknown) 5 places after HBATRB
[*]The 2 places before ATRB such as A, B, C, HB, HC are where the specular intensity is stored for the material.
[*]In theory you should be able to use Rep's MeshTool4 to insert some Flags that require an input texture and just open the edited msh with a hex editor and change the flag that is used(6th place after HBATRB) and rename helmet_envmap to something else as long as you keep it at least 13 characters in length.[/list]
I'll post more when I find the time........[/quote]
You would hex edit the specular(4th Flag). If you want to make him extra shiny you can disable the recieve shadow option via hexediting, too. But i dunno which number to put where. BattleBelk did that once.