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September 26, 2013, 02:06 PM
#1
Problems with new textures ingame (mainly gloss/specular/normal)
After what Prometheus said in a topic about changing the direction of the files in the rigid.model hex code, I was able to get new textures assigned to duplicate rigid models. I was hoping to get started with some various armors but at least with my attempt on a sparabara quilted vest I've ran into a vexing issue. As a test of the model I simply applied it on Carthaginian Eastern_Scale armor, I was going to create the proper distinct rigid model once I was done.

By using alpha channels I was able to make the shoulder straps disappear as well as the attachments on the corselet (there's a hint of a glisten where the nipples would be because I haven't managed to completely erase the attachment of corselet & straps). However, there's a noticable plastic-y sheen which completely covers the quilted portion of the armor. I tried experimenting with the specular and glossmap, to no avail. I even copied over the exact quilted specular, normalmap and gloss map along with the diffuse from the quilted_linothorax texture (the source of the design) and made sure I was using the -exact- same quilted portion on the specular, normalmap and gloss map file used by the quilted linothorax. Again, not successful.
When I was experimenting prior to that I would give the specular a pure black (or nearly so) texture over the quilted portion - no dice. Similarly I tried greener or redder (The two shades that seem to be the deciding factors in the gloss_map) and it didn't change it.
My guess is either that there's a shader referenced in the rigid model which is responsible (why an armor originally more shiny and glossy with scale 'freaks out' when it has cloth cotton and still tries to apply that shine), the resizing from the quilted linothorax (512x256 vs eastern_scale being 512x512) somehow blurs the proper textures, or something else I am missing.
Edit Actually I may have figured out the issue. My version of the quilted linothorax texture is much larger (thus blurrier/more stretched) than it originally was. Going to retry it later today.
Last edited by Ahiga; September 26, 2013 at 02:21 PM.
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September 26, 2013, 02:30 PM
#2
Re: Problems with new textures ingame (mainly gloss/specular/normal)
Interesting Ahiga!
Please let us know what you figure out... in ETW modding, I too struggle with the best way to create gloss and normal maps.
For now, a processing pipeline that seems to work is using Photoshop CS 6 and just using layers. Yes, it's not exactly a gloss or a normal map, but it gets the job done quickly and efficiently. Otherwise, each one could become an art project by itself lol
PS: Also kewl you working on a Sparabara unit, I assume for Persia or Eastern factions. I added a Sparabara unique bonus for Persia in AFP lol
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September 26, 2013, 02:51 PM
#3
Re: Problems with new textures ingame (mainly gloss/specular/normal)
I've got CS4, not sure if I can do that...or I am already doing that, not sure.
I'm a bit confused with the new system. In the past normalmaps were just the usual shades of blue from the nvidia plugin or similar ones, specular was just black and white. This time around normalmaps are orange (apparently due to having to have the red and blue channel be made white or black) and the gloss map is green or red. And I have no idea what green means and what red means and what lighter vs darker means in the glossmap.
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September 26, 2013, 04:19 PM
#4
Re: Problems with new textures ingame (mainly gloss/specular/normal)
I'm more curious on how you got the duplicate rigid model thing working. Every time I try to figure it out I get a crash on loading to the battle. I was taking a companion cavalry cloak model and duplicating it, then assigned a duplicate texture that had a color. I'm really confused on what I'm doing wrong... :/
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September 26, 2013, 04:51 PM
#5
Re: Problems with new textures ingame (mainly gloss/specular/normal)
I'll describe it better if this is a bit too brief, but:
You are aiming to just replace the folder it looks for a texture in and the texture names. For example, this is the start of my ahiga_sparabara_a rigid model based on eastern_scale:
eastern_scale...................variantmeshes/_variantmodels/sparabara/tex/.....................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................€?..................€?..................€?......€?..................€?..................€?......€?..................€?..................€?....ÿÿÿÿÿÿÿÿ....................................................................................................................................................weapon_01.........................€?..................€?..................€?........weapon_03.........................€?..................€?..................€?........weapon_02.........................€?..................€?..................€?........weapon_04.........................€?..................€?..................€?........weapon_05.........................€?..................€?..................€?............variantmeshes/_variantmodels/sparabara/tex/sparabara_a_diffuse.dds..
All I changed was the areas in bold. Using HXD as the hex editor. I believe it's important that you cannot delete any entry. Rather what you need to do is select the area right before you want to edit and then type in the new name. For example if I try and backspace/delete it will open up a window saying "this operation changes file size, do you want to proceed" - always say no. It is bad to change the file size because that will bork the entire model up. That's why I imagine you see all the .... - as long as a value exists for every single entry then it's okay. But if you delete an entry (even if you retype it) it's like removing a brick from a jenga game.
also never change the model name "eastern_scale" in the hex files. You can change the name of the rigid model file, but you cannot change that name here: RMV2........rome_man_game.......................................................................................................................Äî..\=..È.....ÈB....\...è)..T7....HC....$ƒ..D.........ÈCA...Œ6..l...‡...0ù..®...Ô!d¾JE'?0´<¾,If>´UÃ?..8>default_dry.....Ä“œ.ef............eastern_scale
You will need to repeat the changes to the directories for the textures in the hex files 3-4 times, depending on how many lods there are. Just scroll down to the next section and do what you did above.
I think in theory you don't have to change the directory where it looks for a texture. I did because I thought it was necessary, but I believe the issue was in the past I was deleting then replacing entries rather than just replacing. If that's hard to understand:
1) don't ever press backspace
2) Don't ever highlight something and then replace the text therein
3) DO put your flashing | cursor thing in front of the text you want to change, then type it out. If you get a mispelling then you just move the cursor back to fix it.
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September 26, 2013, 04:54 PM
#6
Re: Problems with new textures ingame (mainly gloss/specular/normal)
Last edited by Ahiga; September 26, 2013 at 04:58 PM.
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