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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. :wink:

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:
Hidden/Spoiler:
Detail Mapped
Render Type: Render Detail
Data 0: detail tiling in the U direction
Data 1: detail tiling in the V direction
Texture 0: diffuse texture
Texture 1: detail map texture
Description:
Detail mapping an object will give the object the appearance of more texture resolution when close to the camera. It is useful for simulating finely, rough surface such as cement or rocks.
Comments:
The detail map should have an average intensity of about 0.5, which insures that the overall brightness of the object will not be affected.
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?
Hidden/Spoiler:
EXAMPLE MESH FILE
Image
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. :roll:

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...

Image

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 :lol:
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 :P

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 :lol:
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.
Hidden/Spoiler:
Image
Here is the text from the tutorial I did a while ago, not sure if it is still linked to in the FAQ.
Hidden/Spoiler:
[code]This is how I do treads.
First is make a good wheel (tire), either a cylinder or a torus works.
We are making one to start and cheating to make the rest.
Note if there is going to be any kind of hub make it a separate object,
make it easier to UV the treads.
Next select the whole wheel (tire) and apply a texture projection, cubic works best.
Now select the parts of the tire tread area that you want to move,
including parts of the side if you want those to move.
Make them a cluster (CLT-L) and apply the tread texture.
Next and here is the boring long part that will make or break the look of the tread.

Rearrange the UV polies so that they are joined consecutively along the tread pattern
See inset in picture. You can tell if the are all good by selecting all the polies in
texture editor and translating them left and right and looking at you tire model in one
of the other windows.
Once that is done and you are satisfied cluster the rest of the tire and apply it's texture
to your needs.
Now select the polies on the tire that you want to move, apply Pandemic Edit Flag Render Type 13.
Move this tire into position, say left front and freeze all transforms and modeling.

Now there are two ways to do the next part, either copy move and rotate the wheel to the
3 other position as desired and that is pretty much done.

There is another way too, freeze the transitions on the wheel (tire) and now do a
symmetrize polygons and select the proper axis to make the symmetrized polies appear
as the front right.
Now you have to select the polies for each tire in turn and do an Extract Polygon (Delete)
Do this for both tire positions and then delete what would be an empty shell with the
original model mesh. You would then have to do the Edit Flag thing for each tire.
You can then copy the front tires to the back positions.
This may seem a bit longer but it makes sure the wheels are symmetrized on the model.

So which ever method you choose now rename the tires (wheels) as shown in the picture.
You will also need collision primitives for the tires but that is another tutorial.

Export your model.
You will now need to make a .option file with the following in it

-keep wheel_rightf wheel_leftf wheel_rightr wheel_leftr -keepmaterial wheel_rightf wheel_leftf wheel_rightr wheel_leftr

As for the odf you will need the following

WHEELSECTION = 1
WheelTexture = "wheel_leftf"
WheelVelocToU = 1.0
WheelOmegaToU = 1.1


WHEELSECTION = 2
WheelTexture = "wheel_rightf"
WheelVelocToU = 1.0
WheelOmegaToU = -1.1

WHEELSECTION = 3
WheelTexture = "wheel_leftr"
WheelVelocToU = 1.0
WheelOmegaToU = 1.1

WHEELSECTION = 4
WheelTexture = "wheel_rightr"
WheelVelocToU = 1.0
WheelOmegaToU = -1.1

Munge and you should be reay to go.


Added bonus content for the odf
Here are the springbody settings I used for the buggy it puts a springbody at the location
of the 4 wheels and makes for a more accurate ride. You will have to adjust to suit
your vehicle, using BFmodtools.exe with Render collsions turned on helps to position them.

AddSpringBody = "-1.0 0.37 -1.0 0.74"
AddSpringBody = "1.0 0.37 -1.0 0.74"
AddSpringBody = "-1.0 0.37 1.5 0.74"
AddSpringBody = "1.0 0.37 1.5 0.74"

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 2.5
OmegaZSpring = 5.0
OmegaZDamp = 1.8[/code]