Hex Editing Out Transparency Problems
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modmaster13
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Hex Editing Out Transparency Problems
Hi after I munged my map with the Rhen Var ice cave odfs, the floors suddenly be come invisible. I know Marvel4 has had this problem because he changed the tga. floor in his Rhen var conversion. What is up with that?
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Last edited by modmaster13 on Tue Mar 15, 2011 8:03 pm, edited 4 times in total.
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AQT
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Re: Floor suddenly see-through?
Well, if the ice cave MSH's are invisible, and the game didn't crash, perhaps you made the TGA's pertaining to them completely transparent? Do you mind posting a screenshot of the problem?
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modmaster13
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Re: Floor suddenly see-through?
The .tga's were already transparent, I took them from the BF1 mod tools. I'll post a screenshot later cause I'm not home right now. Ps, only the floor was invisible, not the entire MSH.AQT wrote:Well, if the ice cave MSH's are invisible, and the game didn't crash, perhaps you made the TGA's pertaining to them completely transparent? Do you mind posting a screenshot of the problem?
Last edited by modmaster13 on Sun Mar 13, 2011 12:18 pm, edited 1 time in total.
- DarthD.U.C.K.
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Re: Floor suddenly see-through?
so what exactly is your problem? that the floor is invisible even though the texture is not completely transparent?
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modmaster13
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Re: Floor suddenly see-through?
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Hope that helps give people a clue on what is going on.
- DarthD.U.C.K.
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Re: Where did the floor go?
even though you didnt answer my question, i assume that this may be caused by the floor having onesided transparency (=invisible from one side), if that is the problem, open the msh-file in a hexeditor, search for the material using the floortexture and change the singlesided transparency to doublesided
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modmaster13
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Re: Where did the floor go?
Ok, I opened rhn1_prop_tunnel_turn.msh w/ the HE and I found ATRB.
It says "8========08=Render Ice" after 6th place over from "B." There is a "t", should I write over that?
It says "8========08=Render Ice" after 6th place over from "B." There is a "t", should I write over that?
- DarthD.U.C.K.
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Re: Where did the floor go?
hmmm, does it have a value in the 5th place?
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modmaster13
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Re: Where did the floor go?
It is a blank space.DarthD.U.C.K. wrote:hmmm, does it have a value in the 5th place?
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Re: Where did the floor go?
alright, try putting "08" in the fifth place and "00" in the 6th place and see what happens ingame.
- AceMastermind
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Re: Where did the floor go?
Where are you seeing this?modmaster13 wrote:Ok, I opened rhn1_prop_tunnel_turn.msh w/ the HE and I found ATRB.
It says "8========08=Render Ice" after 6th place over from "B." There is a "t", should I write over that?
This is what I see:
- rhn1_prop_tunnel_turn.msh has an option file named Rhn1_prop_tunnel_turn.msh.option.
Rhn1_prop_tunnel_turn.msh.option contains:- -vertexlighting
- which indicates some kind of vertex coloring.
One is for the major cave geometry just flagged for Specular
The other is for the floor geometry which is flagged for ice refraction (16) with single-sided transparency (4).
The floor geometry uses Rhn1_prop_floor_01.tga which is a 32-bit image with alpha channel.
There is also a bump map assigned in the TX1D slot named Rhn1_prop_floor_01_bump.tga.
Rhn1_prop_floor_01_bump.tga is a 24-bit image.
Rhn1_prop_floor_01_bump.tga has an option file containing this:- -bumpmap -forceformat v8u8 -bumpscale 6.0
- -vertexlighting
misc_documentation.doc wrote:-vertexlighting-bumpmap
- If this model has any geometry with vertex colors, interpret them as burned in vertex lighting. Default behavior is to interpret them as a modifier to the diffuse color of the object.
-forceformat <string>
- Treat the input texture as a grayscale height map to be converted into an RGB normal map. Only RGB or RGBA output formats will work. If the input texture and output format both have an alpha channel, it will be copied.
-bumpscale <float>
- Set the output format of this texture.
- For bumpmaps, scale the heightmap by the given factor when generating the normal map.
Notes
The v8u8 format is a bumpmap compression format that only has a red and green channel and is a signed two-component format that creates slightly larger textures than regular DXTC texture compression, but can be decompressed a bit quicker. This format is for storing two grayscale masks and has no compression so the red and green are identical to the targa source. ATI cards might not be able to use this format, but NVidia cards can.
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modmaster13
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Re: Where did the floor go?
Sorry but Idk how else to see the floor, I tried setting the bump.tga as the floor tga but that didn't work.
- DarthD.U.C.K.
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Re: Where did the floor go?
i think you have to set the singlesided transparencyof this material to doublesided.AceMastermind wrote: rhn1_prop_tunnel_turn.msh uses 2 materials.
One is for the major cave geometry just flagged for Specular
The other is for the floor geometry which is flagged for ice refraction(16) with single-sided transparency(4).
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modmaster13
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Re: Where did the floor go?
I turn it to doublesided using the instructions you gave me? Am I correct...or not?DarthD.U.C.K. wrote:i think you have to set the singlesided transparencyof this material to doublesided.AceMastermind wrote: rhn1_prop_tunnel_turn.msh uses 2 materials.
One is for the major cave geometry just flagged for Specular
The other is for the floor geometry which is flagged for ice refraction(16) with single-sided transparency(4).
- DarthD.U.C.K.
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Re: Where did the floor go?
yeah, there is no other way to make it doublesided.
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modmaster13
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Re: Where did the floor go?
Ok, I added 08 to the 5th place and 00 to the 6th place. The entire msh is black.
Exept for the water, of course. This is rhn1_prop_tunnel_height.msh
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- DarthD.U.C.K.
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Re: Where did the floor go?
you should keep the 16 in the 6th place.
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modmaster13
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Re: Where did the floor go?
How about this for the hex string?DarthD.U.C.K. wrote:you should keep the 16 in the 6th place.
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- Teancum
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Re: Where did the floor go?
It'd probably be much easier to ask Marvel4 for those msh files.
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modmaster13
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Re: Where did the floor go?
I sent him a PM, but he hasn't been online for like a week.Teancum wrote:It'd probably be much easier to ask Marvel4 for those msh files.



