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Modding for the Original SWBF1 and SWBF2 => 3D-Modeling, Animation and Texturing => Topic started by: i2Bros on January 02, 2018, 12:17:44 PM

Title: How do I make a reflecting material
Post by: i2Bros on January 02, 2018, 12:17:44 PM
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.
Title: Re: How do I make a reflecting material
Post by: 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.
Title: Re: How do I make a reflecting material
Post by: LitFam on January 02, 2018, 01:12:53 PM
i2Bros is this for Phasma?
Title: Re: How do I make a reflecting material
Post by: i2Bros on January 02, 2018, 01:36:50 PM
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.
Title: Re: How do I make a reflecting material
Post by: Ginev on January 02, 2018, 02:50:04 PM
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.
Title: Re: How do I make a reflecting material
Post by: Anyder on January 02, 2018, 03:35:41 PM
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](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fmods.fcsite.ml%2Fprivate%2FPics%2FCita%2FBattlefront%25202015-08-02%252018-19-58-89.png&hash=57781e63bb401f5ca33748de8e7f4e653f6fabb6)[/spoiler]
Title: Re: How do I make a reflecting material
Post by: LitFam on January 02, 2018, 03:43:34 PM
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](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fmods.fcsite.ml%2Fprivate%2FPics%2FCita%2FBattlefront%25202015-08-02%252018-19-58-89.png&hash=57781e63bb401f5ca33748de8e7f4e653f6fabb6)[/spoiler]

Very nice ground texture Anyder!
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