Page 1 of 1
Questions about render types
Posted: Fri Sep 24, 2010 6:24 pm
by ForceMaster
Hello dear colleagues, this time I would like to consult some things about the type of render to BFII, specifically the following:
1) You may have a mesh (object) with specular + bumpmap (meshtool bumpmap)
+ Transparency? (Ie, similar to a crystal rough) I tried adding the transparency in the edit flags but it not work.
2) How to add a detail texture of the battle cruisers (venator, mon-calamari, stardestroyer ....)? I found the type of render "detail" in the list but I do not know how to use it.
3) what types of render BFII working? because I tried to apply all on different occasions and only some work for me. yes, I have reviewed the list of rendering types but I do not know if misapplied. so far I've managed to implement specular glow and correctly.
4) when applied to a model EnvMap meshtool used helmet_envmap.tga called texture, this texture appears in the editor in shackles to cross with the four corners of an alpha channel (transparent) my question is, if I edit this texture must respect these transparent areas to work well or I can create a different texture to other colors and shapes?
5) I designed a planet mesh for an object in the sky, such as spatial maps, the only problem I have is that the texture is very diffuse and appears pixelated, even though it is 1024 x 512 pixels, I added file line option
-8bit but no change in appearance, and can be fixed?
Well, I hope the comunity can help me. thanks in advance.

Re: Questions about render types
Posted: Fri Sep 24, 2010 6:32 pm
by DarthD.U.C.K.
1. no, transparent objects cant be bump/specularmapped
2. from the misc_documentation:
3. i think nobody ever tested all flags, but AceMastermind made a topic with a more up-to-date list of flags
here
4. envmaps are cubemaps, that means they are wrapped on a cube (see the resolution/layout) andingame the texture is being projected from that cube on the model dpendend on the angle the player is looking at it. the black/alpha parts on the texture are not used
5. did you try to put in -32bit? maveritchell suggested that in another topic about bluryness of dometextures
Re: Questions about render types
Posted: Thu Sep 30, 2010 1:31 pm
by ForceMaster
1) Oops! well i tried adding only simple specular and transparency and it work. Hex edit the file and put 04 00 00 00
04 04 00 00 after the "B" in the material.
AceMastermind wrote:The 2 places before ATRB such as A, B, C, HB, HC are where the specular intensity is stored for the material.
This means that the four numbers corresponding to the letter H and the letter B regulate the intensity of the effect on the material?
I.E These four numbers in the .msh appears in 48 42, now, I can change these number to other for increase or decrease the specular?
2) I follow this steps for make it
-Selec all polygons on xsi
-file /pandemic's addon/edit flags
-select the render type 11
-put the detail texture name in texture 1 and accept (the detail texture is 256 X 256pxl and have an .OPTION with the line -format detail
-export the model and munge
-result: the model looks over-textured (the detail over the material)with the detail texture and I can see these texture from far away.
What am I doing wrong?
3) Thanks!
4)Thanks again, I understand why it is so.
5)Thanks re - again. it work.
Re: Questions about render types
Posted: Thu Sep 30, 2010 2:53 pm
by DarthD.U.C.K.
1. i guess so
2. try to decrease the contrast, maybe making the detailtexture transparent helps too. about the lowrezproblem: make a lowrezmodel without the flag
Re: Questions about render types
Posted: Mon Oct 04, 2010 12:26 pm
by ForceMaster
I've tried change the four numbers before ATRB and nothing happend with the specular.

Re: Questions about render types
Posted: Mon Oct 04, 2010 3:44 pm
by DarthD.U.C.K.
im afraid i cant tell you, ive never done much hexediting.
however you can try to use the data 0 and 1 sliders of the pandemictool and see if these control the specular. if pandemic didnt cut the specularcontrol from the community-tool seem like the most probably controlers to me
Re: Questions about render types
Posted: Wed Oct 06, 2010 4:52 pm
by ForceMaster
well, I've tried but is not modified so that it seems you can change the color of light any more, ie Zero Editor.
Off Topic:
Do not know if it would be very annoying if you help me with a problem I have with a vehicle wheel, I set my model in XSI so...
The odf have this lines:
Code: Select all
WHEELSECTION = 1
WheelTexture = "wheel_right"
WheelVelocToU = 0.4
WheelOmegaToU = -1.1
WHEELSECTION = 2
WheelTexture = "wheel_left"
WheelVelocToU = 0.4
WheelOmegaToU = 1.1
and the msh.Option:
Code: Select all
-keep wheel_left wheel_right -keepmaterial wheel_left wheel_right
Well, the treads not move ingame. it have an separate texture. what's wrong?
Re: Questions about render types
Posted: Sat Oct 09, 2010 3:08 am
by DarthD.U.C.K.
try to use the data1 and data0 sliders, i think they control the rotation
edit: i took a look on a vehicle fragme sat up for me , it looks like he used rendertype 3 instead of 13
Re: Questions about render types
Posted: Sat Oct 09, 2010 8:03 pm
by FragMe!
It is Render type 13 actually, not sure which model I lied to you about
It looks like you are doing it correctly.
The wheels are separate models from the main body, the flag is applied only to the polies that are meant to rotate. You have the proper -keep lines in your .option file and odf.
The only question is how you laid out the UV mapping for the treads.
Re: Questions about render types
Posted: Sun Oct 10, 2010 3:42 am
by DarthD.U.C.K.
i looked at the tiecrawler and the last flag applied was 3 and it works ingame, weird.
well the flags are probably named the other way around as the objects in xsi and i looked at the wrong first flag i applied

Re: Questions about render types
Posted: Wed Oct 13, 2010 3:20 pm
by ForceMaster
FragMe! wrote:It is Render type 13 actually, not sure which model I lied to you about
It looks like you are doing it correctly.
The wheels are separate models from the main body, the flag is applied only to the polies that are meant to rotate. You have the proper -keep lines in your .option file and odf.
The only question is how you laid out the UV mapping for the treads.
It need an special texture projection? i have an edited cubic projection.
Re: Questions about render types
Posted: Wed Oct 13, 2010 3:52 pm
by DarthD.U.C.K.
no, there's no special projection
Re: Questions about render types
Posted: Wed Oct 13, 2010 9:19 pm
by FragMe!
Not special except the polies actually scroll across the texture, or is it the texture scrolls across the polies which ever.
Here is how I laid out the UVs for the wheels on the buggy. I started with a cubic projections and adjusted it accordingly. A tread pattern can scroll left to right U or bottom to top V this is set in the odf.
Here is the text from the tutorial I did a while ago, not sure if it is still linked to in the FAQ.