Mygeeto Problems

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MandeRek
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Mygeeto Problems

Post by MandeRek »

My map is done, i just have some major bugs which need to be fixed:

1- The Mygeeto fog isn't showing up. I mean the moving mist/things underneath the objects in the original Mygeeto. I've added the fx, and also all sorts of textures.. Still, no succes

2- Can someone give me an EXACT line so that ALL objects will ALWAYS be visible? I tried some things in the sky/fx, no succes.. Please, i really need a copy-paste-fix moment :D

3- When I've got a texture, apply glow.. Will that mean everything glows? Or only the really light parts? Because i have a huge object, it would be a pain to select all polys which should glow, and give them another material

Thanks!
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Re: Mygeeto Problems

Post by FragMe! »

If you mean the rapidly moving clouds/mist thing that is an object. Or rather a series of objects which patch together, they are myg1_sky_mist to mist_15. I am going to guess the all have common reference point so they fit together nicely.

For the second question which glow method are you using, color at vertices or the other type where you need to shine a light at it in ZE?
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Re: Mygeeto Problems

Post by MandeRek »

FragMe! wrote:If you mean the rapidly moving clouds/mist thing that is an object. Or rather a series of objects which patch together, they are myg1_sky_mist to mist_15. I am going to guess the all have common reference point so they fit together nicely.

For the second question which glow method are you using, color at vertices or the other type where you need to shine a light at it in ZE?
I'm using MeshTool 4 :)

Also, thanks for mist things.. works now. Only the weird dissapearing objects left, and it;s done.. Some custom models are always visible, and some (the high poly one) dissapear A LOT. Now a lowres.. is that required?
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Re: Mygeeto Problems

Post by computergeek »

Maybe try adding the lowrez msh as the same msh as the highrez in the odf to fix your object problem
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Re: Mygeeto Problems

Post by MandeRek »

computergeek wrote:Maybe try adding the lowrez msh as the same msh as the highrez in the odf to fix your object problem
Do i need to add a lowrez line in the odf?
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Re: Mygeeto Problems

Post by DarthD.U.C.K. »

no, just make a copy of your object in xsi and call it xxx_lowrez
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Re: Mygeeto Problems

Post by MandeRek »

DarthD.U.C.K. wrote:no, just make a copy of your object in xsi and call it xxx_lowrez
Oh god, i feared that.. Okay thanks, hope mods will leave this open till i tested it :)
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Re: Mygeeto Problems

Post by Frisbeetarian »

MandeRek wrote:and some (the high poly one) dissapear A LOT
DarthD.U.C.K. wrote:just make a copy of your object in xsi and call it xxx_lowrez
Since they are high poly, you probably don't want to just make a copy of it in XSI (depending on just how many high poly models there are), you'll probably want to do a polygon reduction on them as well.
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Re: Mygeeto Problems

Post by Jaspo »

Lowrez isn't required, but unless you greatly increase the nearscenerange in your ***.sky file it will only be visible from a short distance.

if you hex-edit the glow for your mesh it will make the whole texture glow, but parts that are really dark only glow a little bit. I do not know whether pure black glows at all. Also colored parts will glow that color, I believe. I'm refering to light bloom glow, ATRB 04 00 00 00 02 00 00 00. Of course this will only occur on one texture on your mesh, not the whole mesh, unless you set the ATRB values of all your textures the same way.
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