OrbWeaver on 8/5/2005 at 15:33
Since it seems that the only way non-3DS Max users can get custom textures into the game properly (i.e. with normal maps and footstep sounds) is to overwrite one of the standard named textures with custom DDS files, would anybody be able/willing to produce a "custom" Matlib (MLB) file containing references to a number of standardised texture names that could be overwritten by users without Max?
I.E. a Matlib containing STONE01 - STONE08, WOOD01 - WOOD08 etc (with appropriate material categories/footstep sounds), so users could download this Matlib then create files STONE01_D.DDS and STONE01_N.DDS to get a new custom texture. This would mean that it is not necessary to overwrite one of the game textures, which might be needed later.
Shadowspawn on 8/5/2005 at 20:07
The Matlib challenge is one of the things I need to address with custom objects and 3ds -> TIM conversion. I haven't started looking at it yet, maybe I'll get some time this week.
I would like, eventually, to fix things so no one NEEDS to have 3DSMax to add textures, static meshes, or AI to T3.
OrbWeaver on 8/5/2005 at 20:10
Quote Posted by Shadowspawn
The Matlib challenge is one of the things I need to address with custom objects and 3ds -> TIM conversion. I haven't started looking at it yet, maybe I'll get some time this week.
I would like, eventually, to fix things so no one NEEDS to have 3DSMax to add textures, static meshes, or AI to T3.
Even better. Perhaps a script of some sort could generate a MLB from a directory of DDS files and a description of their material categories.
ascottk on 22/6/2005 at 16:33
Would there be a chance the devs had a failsafe for matlibs?
For eample:
If there was no .mlb file then the game would find the associated material & textures through a text file. If so, what would the text file look like?
Like this (ASE - 3D Studio Max Ascii Export Format)?:
Code:
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "Material #9"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.94901967 0.90980399 0.79607850
*MATERIAL_DIFFUSE 0.94901967 0.90980399 0.79607850
*MATERIAL_SPECULAR 0.89999998 0.89999998 0.89999998
*MATERIAL_SHINE 0.25000000
*MATERIAL_SHINESTRENGTH 0.05000000
*MATERIAL_TRANSPARENCY 0.00000000
*MATERIAL_WIRESIZE 1.00000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.00000000
*MATERIAL_SELFILLUM 0.00000000
*MATERIAL_FALLOFF In
*MATERIAL_SOFTEN
*MATERIAL_XP_TYPE Filter
*MAP_SHINESTRENGTH {
*MAP_NAME "Map #2"
*MAP_CLASS "Marble"
*MAP_SUBNO 4
*MAP_AMOUNT 1.00000000
}
}
}
Or like the .sch or ini files?
With the information T3 uses:
Material Category earth
Material NATfloorB_D
Associated Textures:
NATFloorB_D (Diffuse)
NATFloorB_N (Normal)
EDIT: Found interesting in matlog.log
WARNING: Loaded uncompressed texture: specular (341K) [3146478] (.\Source\Texture Manager\TextureLibrary.cpp : 319)
WARNING: Mat texture '' missing for material 'BF'
channel '3' from library 'G:\T3Ed\Content\T3\MatLib\T3_Characters.mlb'![3146478] (.\Source\Material\BaseMaterial.cpp : 1949)
Loaded DXT1 texture: badtexture (0K) [3146488] (.\Source\Texture Manager\TextureLibrary.cpp : 327)
WARNING: Failed to find proper shader combination [3146488] (.\Source\Material\MaterialMgr.cpp : 1597)
Loaded DXT1 texture: badtexture (0K) [3146493] (.\Source\Texture Manager\TextureLibrary.cpp : 327)
ERROR: Failed to load material 'BF' with current setting [3146493] (.\Source\Material\MaterialMgr.cpp : 1437)
The texture manager uses channels?
OrbWeaver on 22/6/2005 at 20:48
Quote Posted by ascottk
Would there be a chance the devs had a failsafe for matlibs?
For eample:
If there was no .mlb file then the game would find the associated material & textures through a text file. If so, what would the text file look like?
Almost certainly not. As this is basically an X-Box game, it is optimised for small code size and any such Doom-3-like niceties and flexibilities are not present.
Quote:
The texture manager uses channels?
Those are probably the texture channels making up the material, such as diffuse and normal maps. I don't remember there being any specular lighting in T3 though (unless it's that "fake reflection" effect used on shiny floors).