How do I make a reflecting material

Started by i2Bros, January 02, 2018, 12:17:44 PM

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Hi! Can you please give me a tutorial link or some explanation? I can assign textures but I dont know how to make them reflectant or trasparent.
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Be careful with what u make transparent  ;)

If you want to enable transparency, open up your .msh file with a hexeditor and find the name of the texture to which you're going to give transparency (search for .tga), say it's rep_inf_sharpshooter_cape.
Once your cursor is on the name of the .tga, move it back a few places to where it says HBATRB - place your cursor on the place immediately after the last "B."
The next 8 places should be:

      04 00 00 00 00 00 00 00

Change that to:

      04 00 00 00 04 00 00 00

Then save the msh file and give your actual texture an alpha channel.
Anyder | Talent, Ops & Culture | SWBF & Player Engagement
Email: communityambassador@swbfgamers.com
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Quote from: Anyder on January 02, 2018, 12:21:06 PM
Be careful with what u make transparent  ;)

If you want to enable transparency, open up your .msh file with a hexeditor and find the name of the texture to which you're going to give transparency (search for .tga), say it's rep_inf_sharpshooter_cape.
Once your cursor is on the name of the .tga, move it back a few places to where it says HBATRB - place your cursor on the place immediately after the last "B."
The next 8 places should be:

      04 00 00 00 00 00 00 00

Change that to:

      04 00 00 00 04 00 00 00

Then save the msh file and give your actual texture an alpha channel.

does this work with reflection too? can i make this with softimage instead? I am not comfy with touching rough lines of code.
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

If you have working XSI and know how to export model then you simply click ZETOOLs and then click Materials.There click on the name of the material you want to add the effect.Then click ZEIFY and then click Edit.Find the render type bar and put a number there.Every number represend a effect.If you want shiny put 27 and check the box for specular light.You can reduce the specular color to somewhere on the middle (500 instead of 1000) cuz 1000 its too shiny.Then close the material page and then export your model.Ingame he should have effect.

EDIT:Also have in mind that in order your model to be shiny you must have directional light in your map.In ZERO EDITOR go to light section and put a simple light.Change the type to DIR and enable the Specular option.

Quote from: i2Bros on January 02, 2018, 01:36:50 PM
does this work with reflection too? can i make this with softimage instead? I am not comfy with touching rough lines of code.
You can work and figure out how water-reflect would be. I worked with see-through first and then studied how to get crystal texture (look at the feet of the DT)
[spoiler][/spoiler]
Anyder | Talent, Ops & Culture | SWBF & Player Engagement
Email: communityambassador@swbfgamers.com
SWBFSpy Discord: http://discord.swbfspy.com
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Quote from: Anyder on January 02, 2018, 03:35:41 PM
You can work and figure out how water-reflect would be. I worked with see-through first and then studied how to get crystal texture (look at the feet of the DT)
[spoiler][/spoiler]

Very nice ground texture Anyder!