How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.
well i am improving one model adding some things between they envmap to visor for look like HD clone from RepSharpShooter.
1° i added envmap using meshtool to one MATD
2° what more i must make?
3° must i add alpha channels to skin visor part?
DEVISS-REX wrote:well i am improving one model adding some things between they envmap to visor for look like HD clone from RepSharpShooter.
1° i added envmap using meshtool to one MATD
2° what more i must make?
3° must i add alpha channels to skin visor part?
thanks
MeshTool basically sorts everything out.
Once you have a separate MATD that u want to envmap thats fine.
Except ONE more principle:
-You know in the ALL assets folder there are 2 files;
*helmet_envmap.tga
*helmet_envmap.tga.option
Make sure these 2 files are in the same .msh folder as the envmap object and u should be set.
DEVISS-REX wrote:well i am improving one model adding some things between they envmap to visor for look like HD clone from RepSharpShooter.
1° i added envmap using meshtool to one MATD
2° what more i must make?
3° must i add alpha channels to skin visor part?
thanks
MeshTool basically sorts everything out.
Once you have a separate MATD that u want to envmap thats fine.
Except ONE more principle:
-You know in the ALL assets folder there are 2 files;
*helmet_envmap.tga
*helmet_envmap.tga.option
Make sure these 2 files are in the same .msh folder as the envmap object and u should be set.
yeah i read your topic lol and yes i put all files in same folder but the problem is how i have low suck graphic quality card so i don't if work ingame :S for this reason i ask if i made all right
Make sure you selected the right material? And you renamed the m5h to msh right? Just checking..
Also about envmap, is it possible to apply envmap to a whole material, but only use it on some parts? I thought it had to do with transparancy/alpha channel, but what..
MandeRek wrote:Make sure you selected the right material? And you renamed the m5h to msh right? Just checking..
Also about envmap, is it possible to apply envmap to a whole material, but only use it on some parts? I thought it had to do with transparancy/alpha channel, but what..
yeah all done, but i didn't know must i add alpha channels to skin envmap ??
MandeRek wrote:As far as I know, you need to add an alpha channel to the skin you're applying an envmap on, yes. I always use an alpha channel btw, on whatever skin
add alpha channels the some for make transparency to parts (backpack etcs) and so i must modify MATD to 04 00 00 00 04 also??
MandeRek wrote:Alpha channel is added to the tga/skin, not msh.
roger roger i hope work fine this time XD, and tga/skin with alpha channel must have his .tga.option file? so sorry for many questions i want is sure of what i am doing XD
Looking at the best example there is, all_inf_tantive4trooper.msh, we see it has the envmap helmet_envmap.tga and tga.option, just like you. If we open all_inf_tantive4trooper.tga, we'll notice he has an alpha channel. Also, he has a tga.option file named all_inf_tantive4trooper.tga.option, which contains the well-known -8bit -maps 1 lines, but I don't think they're necessary. So, for you, just add the alpha channel to the tga and I guess it must work, otherwise, the mesh won't support envmap, which we've experienced before with stock models, right? (looks at ones with experience on this part)
MandeRek wrote:Looking at the best example there is, all_inf_tantive4trooper.msh, we see it has the envmap helmet_envmap.tga and tga.option, just like you. If we open all_inf_tantive4trooper.tga, we'll notice he has an alpha channel. Also, he has a tga.option file named all_inf_tantive4trooper.tga.option, which contains the well-known -8bit -maps 1 lines, but I don't think they're necessary. So, for you, just add the alpha channel to the tga and I guess it must work, otherwise, the mesh won't support envmap, which we've experienced before with stock models, right? (looks at ones with experience on this part)
so is possible only the model dont support envmap ? ouch anyway i will try
EDIT: Problem Totally SOLVED!! many thanks Manderek
No problem man. Before this topic gets locked, I'ld love to have an anwer on the question if envmap on specific parts of the material is possible through texture(transparancy)?
MandeRek wrote:No problem man. Before this topic gets locked, I'ld love to have an anwer on the question if envmap on specific parts of the material is possible through texture(transparancy)?
no so sorry i never got add alpha channels to part of skins :S so i created a little skin 64x64 black with alpha channels and worked fine, tested by DRK here screenie