Shiney Glass Ideas

Started by Sereja, June 22, 2012, 06:58:42 AM

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June 22, 2012, 06:58:42 AM Last Edit: June 23, 2012, 01:39:53 AM by Buckler
edit by buckler:  split from this topic:
http://www.swbfgamers.com/index.php?topic=4769.0

Wow, intersting explanation, tripider! So, what you think, is it possible, to somehow change this code, to make subject, be shiny and transparent in same time? I mean, realistic glass looks way, not just "04 00 00 00 04 04" ?
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

June 22, 2012, 07:32:45 AM #1 Last Edit: June 22, 2012, 07:50:38 AM by tirpider
That seems possible.
The only way to know is to try ;)

I know there are different types of transpearancy, but I am not sure what they mean, exactly.
0x04 (4) single sided transpearancy
0x08 (8) double sided transpearancy
0x10 (16) hard edged transpearancy

I am guessing glass would be a combination of an alpha channel in the TGA and either 04 04 or 08 04.

The link to the GT post has the most in depth list of flags and render types. It's all still being tested and verified.

The stock assets use these flags, of course.
Might look at a prop that has a simular look and see what it has after ATRB.

Well, long time ago, I try, probably most of the possible number combinations of "mini line" code (04 00 00 00 04 04), but no one of them was looks like a glass. That's why I am almost sure: if the key to glass exist, it is lie somewhere deep, in my "extremely unusual" line code. But it is huge, and very hard to slice, without strong knowlege, of hex editing...
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Doesn't glass exist in certain mod maps (or even in a speeder windshield)?  Could the tga for that asset be examined for clues?
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

As far, as I know, there is no exist realistic glass samples in SWBF assets. Some windows, or speeder windshield has easy code: 04 00 00 00 04 00, or 04 00 00 00 08 00, but it is only transparentness, without shiny. So those "glass" more looks like transparent paper, or something like this. If you wish to see, how a realistic glass may looks, you may look at droideka shield, but this is an effect, and can't be use for static .msh.
If you try to mix shiny and transparentness, in those "mini line" code, like this: 04 00 00 00 04 04, you will got ugly, and unrealistic result. So, I think my huge, "extremely unusual" code must be somehow edited, to make "mini line" code works correct.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

hmm.
The floors in the Death Star interior look pretty glass-like.
The have to be transpearant, because the 'reflection' is just another model under it.
Perhaps adjusting the diffuse/ambient (the first 32 bytes of your code) on them might make a nice glass?

For a  glass effect, one would should make a texture with solely an alpha channel that is transparent, apply that to the model and add the desired affect to the byte code. This would make it so the model has collision but you can see through it making the glass/transparent/invisible effect. Just restating this if it already hasn't been said.

all_hover_combatspeeder_windshield
all_fly_snowspeeder_windscreen

heres 2 examples of translucent stock glass tgas. i dont know how to make them shiny (other than hex edits to msh i have not tried yet) but maybe a tga.option would work?

The glass has me stuck.
alpha layers always mess me up.

btw.... Good Tutorial, Sleepkiller :)
You got right to the point and are very clear. I like that.

Adding new, secondary texture, with different alpha channel cud be an interesting idea. I sow something similar, in some .msh models, the secondary texture, is usualy use for bumpmap. But to try this, I must have real XSI, and use Pandemic exporter...
Still, it is possible, exist another way, to add secondary texture: just put it inside, with hex editor. But I do not know, wich exactly part of the code, I must copy and paste.
Quote from: tirpider on June 22, 2012, 05:46:44 PM
The floors in the Death Star interior look pretty glass-like.
Sorry, but the reflection floors, it is usual transparent, with reflection regions. I must also say, the some codes, for SWBF2 isn't work for SWBF1, and I have to recode them, when converting my maps.
Quote from: Phobos on June 22, 2012, 07:24:21 PM
but maybe a tga.option would work?
Yes, it cud be nice, if .tga may have secondary alpha channel, and SWBF1 may recognize it, but I think, it is impossible.
Still, the .tga.options, is realy can have some connection to alpha channel. For example, if the .tga.option is incorrect, texture with alpha channel on shiny coded .msh, may look's ugly. For example, you may see this effect at some other modders converted maps, or sides: SWBF2 Darth Vader, aat commander, sky texture on Felucia and Degobah look's incorrect.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Interesting... If you were to apply this to a Unit I wonder if it would work?
I was thinking specifically into incorporating it into the Disguise kit to make it appear like an invisibility cloak.

Yes, it should work.  Sleepkiller made a head-only sniper for me.

See a few posts in on this topic:
http://www.swbfgamers.com/index.php?topic=3984.0

Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Quote from: Buckler on June 23, 2012, 03:36:59 AM
Yes, it should work.  Sleepkiller made a head-only sniper for me.

See a few posts in on this topic:
http://www.swbfgamers.com/index.php?topic=3984.0

Oh yeah! I forgot about that!

[WeaponClass]
ClassLabel = "disguise"

[Properties]

IconTexture = "IMP_fusioncutter_icon"

Label = "Disguise Kit"

GeometryName = ""
RoundsPerClip = 0

AnimationBank = "tool"

DisguiseOwnerModel = ""


I suppose you just but the transparent model name under "Disguise Owner Model" then?


I'm not sure, but I had heard that the disguise kit always uses the first unit skin on the other team.

So, I guess it may work if the first unit on the other team is transparent :P
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

February 21, 2013, 03:29:17 AM #14 Last Edit: February 21, 2013, 09:47:47 AM by Sereja
Well, here is my Glass Invention! :cheer::
[spoiler][/spoiler]
As you may see, it has soft edged, double transparentness, and specularity!
And here the sample pic, of glow glass:
[spoiler][/spoiler]

Here the glass hex code itself:
You have to put this after ATRB:
[spoiler]04 00 00 00 C0 04[/spoiler]
and for glow glass:
[spoiler]04 00 00 00 C1 04[/spoiler]
Sad issue: not works with bump.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf: