Page 1 of 1

Rhen Var caves

Posted: Fri Jan 20, 2006 3:38 pm
by saberhagen
I'm trying to retexture the cave props from Rhen Var Harbor to make them look like rock instead of ice. I've replaced their textures with a tatooine rock texture, but run into two problems.

Problem 1:

The textures have a noticeable blue/green tint. I'm fairly certain this isn't caused by leaving one of the semi-transparent ice textures in as I've looked at all the MSH files in UE and made sure I've replaced all the TGAs the models use. I've tried darkening the rock texture, which makes things slightly better but it still doesn't look right.

Problem 2:

There are bright white lights shining/reflecting on the walls of the caves. Obviously this looks good when they're ice caves, but with rock it looks a bit wrong. I noticed that in the msh.option files there's a line saying -vertexlighting but I tried deleting it and it doesn't get rid of the lights.

Is there something obvious I'm missing, or are both of these things controlled by the MSH file itself? If they are in the MSH would I be able to hex edit them out or am I stuck with them?

RE: Rhen Var caves

Posted: Fri Jan 20, 2006 3:45 pm
by WHITE_RAVEN
With problem one, it sounds like the color of the ice caves is trying to mix with the color of the tatoinne rocks, (in-game rendering, I mean). Consider recoloring the the Tat. rocks then mixing them with the ice textures.

Can't help ya with prob two, sorry.

RE: Rhen Var caves

Posted: Fri Jan 20, 2006 4:58 pm
by Teancum
Are there any attached odfs to your cave odfs? I know with the Hoth caves lights were attached, and you could comment those out.

RE: Rhen Var caves

Posted: Sat Jan 21, 2006 6:36 am
by saberhagen
Teancum: Most of the ODFs are simple props with nothing more than the GeometryName and FoleyFXGroup. Two of the props (the corner and the t-junction) have an attached dry ice effect but that doesn't seem to be the same thing as the lights.

WHITE_RAVEN: Can a MSH file contain colour? I don't really know much about meshes and textures, but I thought that all the colours on a model came from the TGA. (Edit: the colour is definitely coming from the MSH somehow. It shows up in the editor even with no texture at all).

Incidentally, the amount of extraneous colour varies between props. With some the rock texture appears properly with no tint, in some there's only a subtle tint and in others it's very strong.

Does anyone know what the -vertexlighting thing in the msh.option means/does?

Edit again: I've just discovered that if I export the MSH to ASCII using BConstructor then resave it as MSH, it solves the colour and light problems, but it creates problems of its own (possibly because I don't know what I'm doing!). Of the two tunnel props I've tried it with so far, one was all collapsed like when you try to turn an animated soldier into a prop, and the other displayed properly but had no collision.

RE: Rhen Var caves

Posted: Sat Jan 21, 2006 2:30 pm
by Leviathan
Maybe you should send a P.M. to Nimlot (BConstructor's designer) about this problem ? I think it might be fixed in the upcoming new release of this software, but regarding the current one, I doubt it could be done so easily...

RE: Rhen Var caves

Posted: Sat Jan 21, 2006 4:55 pm
by saberhagen
I'm not even sure if I have the current version of BConstructer. I just downloaded it from a link in a thread I dug up with the search function as I can't find an official link anywhere on the site.

I've found that if I open the MSH in BCon, and resave it (don't even have to delete anything like I thought before), it gets rid of the blue colour and makes the textures appear as I want them. There are still some small glitches with the mesh but nowhere near as serious as when I tried exporting to ASCII. If it comes to it I could cover them up with props. Now I just need to work out how to get rid of the white light things without screwing up the mesh.