FunkyG on 31/5/2006 at 00:24
another 2 questions regarding texturing...
When i make my own map for use in the engine, and i apply it to shape in max. I.e. Make a Bitmap in the Diffuse channel, it automatically puts the path to the bitmap in the bitmap parameters, for example:
C:\SShock2\Obj\txt16\Texture.gif
This then will not work if someone has ss2 installed in say D:\SysShock2 because it wont find it. Can i edit the .e file and change the bitmap loctation to txt16\texture.gif instead of the drive and subsequent path names. Or is there an easier way to do it.
Also, as we're all aware 3dsmax doesn't support PCX files. What do i do about this, At the moment i'm using a 256 color GIF image. should i use photoshop to convert this to a PCX file and then edit the .e properties so it looks for "txt16\texture.pcx" instead of .gif?
Disclamer
The names of the files and directories have been changed to protect the innocent. :p
ZylonBane on 31/5/2006 at 01:09
There are no paths to textures. At the .E level, the materials section looks like this:
Code:
MATERIALS{
1,"Material1",PHONG,TMAP "METALFLO.PCX",0,TRANSP 0,ILLUM 0;
2,"Material2",FLAT,TMAP "INFOSCRN.PCX",0,TRANSP 60,ILLUM 100;
3,"Material3",PHONG,TMAP "GENSTRUC.PCX",0,TRANSP 0,ILLUM 0;
4,"Material4",FLAT,TMAP "TECH.PCX",0,TRANSP 0,ILLUM 50;
}
Dark Engine supports BMP, GIF, PCX, TGA, and CEL. Leaving the textures as GIFs is fine. Be sure not to use palette index #0! (unless you want that part of the model to be transparent)
Quote Posted by Nameless_Voice
Solid-colour ('flat shading') maps don't really work well in the Dark Engine
Just to save any potential confusion-- flat shading and solid-color aren't the same thing. Flat shading works fine. It's solid-colored (non-textured) polys that cause problems.
FunkyG on 31/5/2006 at 01:14
Quote Posted by ZylonBane
Dark Engine supports BMP, GIF, PCX, TGA, and CEL. Leaving the textures as GIFs is fine.
Just to save any potential confusion-- flat shading and solid-color aren't the same thing. Flat shading works fine. It's solid-colored (non-textured) polys that cause problems.
Excellent,
Thanks to everyone helping me out here, i know it must be frustrating to watch a modding newbie like myself fluster about and ask silly questions.
FunkyG on 31/5/2006 at 01:19
so, some other file directs it to look for all its textures in the \txt16\ directory? thats quite handy!
(i dont even know if it is txt16, i'm at work at the moment and running from memory... please correct me if i'm wrong)
RocketMan on 31/5/2006 at 01:38
So ZB, is it then impossible to have an object with some sort of shading which would enable it to shimmer when the light hits it at a certain angle? No shiny balls supported? Of the supported types, what's the best we can hope for in terms of "special" effects, shading-wise?
FunkyG on 31/5/2006 at 01:46
Quote:
1,"Material1",PHONG,TMAP "METALFLO.PCX",0,TRANSP 0,ILLUM 0;
2,"Material2",FLAT,TMAP "INFOSCRN.PCX",0,TRANSP 60,ILLUM 100;
What is the ingame difference between flat and phong? as far as i know phong is a type of material that supports highlights. In which case what is the use of the flat shader? *thinks out loud* for display screens and self illuminated objects I suppose...
Is this because there are problems with self illuminated or transparent phongs?
can anyone confirm or deny?
Ultraviolet on 31/5/2006 at 01:50
I'LL SHOW YOU MY SHINY BALLS ROCKETMAN
Nameless_Voice on 31/5/2006 at 01:57
Quote Posted by ZylonBane
Just to save any potential confusion-- flat shading and solid-color aren't the same thing. Flat shading works fine. It's solid-colored (non-textured) polys that cause problems.
Err... Right. I meant "RGB mapping".
*Edits post*
ZylonBane on 31/5/2006 at 05:28
Quote Posted by FunkyG
What is the ingame difference between flat and phong?
Dark doesn't actually support phong shading. PHONG requests are treated as equivalent to GOURAUD.
Eldron on 31/5/2006 at 05:43
doesn't dark engine have support for tga with full 8bit alpha?
I recall using it.