Envmap questions [Solved]

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.

Moderator: Moderators

Post Reply
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Envmap questions [Solved]

Post by Deviss »

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 :D
User avatar
CodaRez
Field Commander
Field Commander
Posts: 940
Joined: Mon May 25, 2009 6:49 am
Projects :: I would like one.....
Location: Ride around the world! And I won't give you anything :P

Re: Envmap questions

Post by CodaRez »

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 :D
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
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Envmap questions

Post by Deviss »

CodaRez wrote:
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 :D
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
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Envmap questions

Post by DarthD.U.C.K. »

yes, you did
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Envmap questions

Post by Deviss »

DarthD.U.C.K. wrote:yes, you did
thanks so i hope this work and look for person with good graphic card XD, in few time will post it, many thanks :wink:

EDIT
dont work yet :S i added all :S
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Envmap questions

Post by MandeRek »

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..
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Envmap questions

Post by Deviss »

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
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Envmap questions

Post by MandeRek »

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 ;)
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Envmap questions

Post by Deviss »

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
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Envmap questions

Post by MandeRek »

Alpha channel is added to the tga/skin, not msh.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Envmap questions

Post by Deviss »

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
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Envmap questions

Post by MandeRek »

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)
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Envmap questions

Post by Deviss »

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 :bowdown: :bowdown:
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Envmap questions [Solved]

Post by MandeRek »

No problem man. :thumbs: 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)?
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Envmap questions [Solved]

Post by Deviss »

MandeRek wrote:No problem man. :thumbs: 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 :D

Image

thanks to: DRK, Manderek and ANDE :D

EDIT: i hope finish and release it today :mrgreen:
Post Reply