Texture appears dark ingame? [Solved]

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modmaster13
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Texture appears dark ingame? [Solved]

Post by modmaster13 »

Hey I am having trouble finding the .tga file for nab2_bldg_canal_home.odf. I tried replacing the .odf and .msh files from the BF1 modtools assets folder, it shows up correctly in the ZE, but ingame it shows up as a dark .tga file. It is this in ZE:
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Image
It is this ingame:
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Image
:cpu:
How could I fix this?
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Re: Can't find a certain .tga

Post by Darth_Spiderpig »

I guess it's because of the lighting parameter in the odf, not sure tho.

Try to check the odf for anything like this, or see if there's a msh or tga .option file contaimg anything about this. I can't check my theory right now, and are you now using the bf1 model or the bf2 one?
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Re: Can't find a certain .tga

Post by modmaster13 »

Darth_Spiderpig wrote:I guess it's because of the lighting parameter in the odf, not sure tho.

Try to check the odf for anything like this, or see if there's a msh or tga .option file contaimg anything about this. I can't check my theory right now, and are you now using the bf1 model or the bf2 one?
I am using the BF1 model.
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Re: Can't find a certain .tga

Post by THEWULFMAN »

The BF2 version (They are the same :P )does the same thing, I havent gotten a chance to figure out why yet.
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Re: Can't find a certain .tga

Post by DarthD.U.C.K. »

that is because pandemic applied vertexcolors to the model. they can either be used to color it or to determinate how it reacts to lighting when it has "-vertexlighting" in the msh.option (if it becomes bright or dark etc.). the later is the case with this model. you can try to remove the line form the msh.option and see what happens.
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Re: Can't find a certain .tga

Post by modmaster13 »

What do you mean by "remove the line"?
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Re: Can't find a certain .tga

Post by Jendo7 »

In other words remove -vertexlighting from the msh.option file.
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Re: Can't find a certain .tga

Post by modmaster13 »

Jendo7 wrote:In other words remove -vertexlighting from the msh.option file.
Ok, I did that. Yesterday before I removed -vertexlighting, I tried a clean, then munge and I can't spawn anywhere. This came up in the munge log:
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ERROR[levelpack nab2.req]:munged\pc\naboo2.config is not a binary UCF file!ERROR[levelpack nab2.req]:munged\pc\naboo2.config is not a binary UCF file! [continuing]
2 Errors 0 Warnings
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Re: Can't find a certain .tga

Post by THEWULFMAN »

Something is missing a bracket...try loading the map, saving it, then remungeing. Works for me
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Re: Can't find a certain .tga

Post by modmaster13 »

Thank you! :)
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Re: Can't find a certain .tga

Post by AQT »

Excuse this bump, but I found that this issue was solved for the wrong reason:
modmaster13 wrote:
Darth_Spiderpig wrote:I guess it's because of the lighting parameter in the odf, not sure tho.

Try to check the odf for anything like this, or see if there's a msh or tga .option file contaimg anything about this. I can't check my theory right now, and are you now using the bf1 model or the bf2 one?
I am using the BF1 model.
I highly doubt you were. The SWBF1 version of this model does not cause the problem you see in-game. Using the SWBF2 model with the -vertexlighting line removed from the .msh.option won't fix the problem. The ZE image you posted is definitely that of the SWBF1 model since the SWBF2 model would also appear dark in ZE as it does in-game (Note: The .msh.option file has no control over an object's appearance in ZE). Hence, seeing the model appear not dark in ZE but dark in-game would fool you.

My guess is you were using the SWBF2 model (with the last modified date being in 2005) and saw the problem in-game after munging. You then proceeded to overwrite the SWBF2 model with the SWBF1 one (last modified date in 2004), hoping that it would fix the problem. At this point, the model would appear correctly (not dark) in ZE. After munging and VisualMunge not recognizing the older time and date of the SWBF1 model, the dark SWBF2 model still appeared in-game, so you then posted the problem here without mentioning the specifics.

So the solution after all was: Use the SWBF1 model, and make sure it actually munges. [Solved]
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