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Old 06-12-12, 11:34 AM   #1486
BIGREG
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Super,i have try in granny and there are opaque too ,But if you can render them into editor
that say you are better than the granny's guys

edit :

Can you rename the "self-illumination" to "specular" in the editor menu ?

re edit:

the menu

None : -> lens glass ???
Ambiente : Not necessary to view it (attached with diffuse)
Diffuse : the texture color map
Specular : the diffuse alpha chanel
Self-illumination : -> map_d (if you can sort it) eg : lights (sticla)
Opacity : -> map_ke (if you can sort it) eg : the sea plants
Bump : is OK

Optional : reflection: -> map_refl -> the normal use is with the AO but work with the "normal" mesh

Ambiente occlusion :the AO-> as a diffuse map ? -> map_kd ???? anyway we use it with another .obj with other uvw location
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Last edited by BIGREG; 06-12-12 at 01:25 PM.
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Old 06-13-12, 04:25 AM   #1487
BIGREG
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Hello

V 1.1.235.1

After testing,i have always the problem to see the opacity in 3DsMax

and i have decided to found why

import a fresh original mesh (grass02) with the original texture into 3DsMax

Hum no opacity map and no transparent border in render

Ok ,i create a new texture .Dds (dxt1) for that, i take the alpha channel from diffuse to create it -> seabed01_O.dds

try to add ... Hum !!! better but something make refflect on the "hidden"...

Tja ! ... stay calm,stay calm.....and take the bull by the horns !

Delete the material in 3DsMax en recreate a new with the same textures and use : ambiente,diffuse,specular and add my new texture as opacity

Result : Yes ! that work great ,but in editor this map is not recognized TDW... Please

here a view with the exported .mtl :



Edit : I have just try to optimize the number of map ,for that i have delete my new material and replace with the same as the diffuse "seabed01.dds"
and change in the opacity the "channel output" to alpha and that work too But is better to have the 2 materials to not alterate the specular/ambiente

Conclusion : the opacity (alpha) map must be exported/imported as map_d

re edit :

i can't not export/import the lens (no texture) and without diffuse options error : invalide faces definitions,missing numbers parameters
try to change the lights (i have make 2 subsets) and if i change one material= the illumination don't work anymore of all subsets
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Last edited by BIGREG; 06-15-12 at 12:19 AM.
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Old 06-15-12, 10:22 AM   #1488
BIGREG
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Hello

Some test result :

- replace material on "normal" object with lights (sticla) material "bec_submarine" = white map without "illumination"

- replace material with the lens material = bug in goblin/ingame

EDIT :to "illuminate" (as lights) an object ,i have try to create a new material with 2 maps : diffuse(bec_submarine)+a self-illumination(same texture) = work fine
(that is with GR2 editor and not in 3dsmax)

a problem lies in the data exported in .mtl
eg : sticla = ka,kd,ks but only the ks need to be "normally" exported ,but that seem the diffuse need to be exported too

Here a "hot" knob :



and for that ,the color come from self-illumination map (is my new red texture) and the light from diffuse map (bec-submarine.dds)
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Last edited by BIGREG; 06-15-12 at 01:45 PM.
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Old 06-16-12, 08:12 AM   #1489
BIGREG
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Some news from GR2land

Today ,i have tested,the "glass" effect as the lens

And I just realized ,for this, there is no map
But colors to replace them (ambient, diffuse, specular) with color choice for each

The trick to create a material "glass" :

name: green_glass
create a new material : no map,no texture
go to the desired mesh -> bind the new material
go to subset -> bind the material
after you need to save/close/reload ( other : no colors values)
go to the modified subset : and change the three colors with green

and finish

So we can redo real bottles, glasses, various liquids, and the lamps more Detailed: the bulb to light , and the translucent cover over

TDW can you add the alpha or strength for change the opacity

ps:we can add render as the lens via the .sim
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Old 06-16-12, 08:55 AM   #1490
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A glass effect that reacts to the sun/light on our watch crew's binoculars would we AMAZING!
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Old 06-16-12, 10:01 AM   #1491
BIGREG
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Here the "glass" knob (with EnvMappingCtlr controller assigned in .sim ) :



But,i have try with sticla and found ,that we can use just one type of material (glass,light effects) per mesh (with all subsets) , and delete all other mesh materials binding
for sticla mesh that seem the transparent effect don't work
But off other meshes work great

What we need now is the possibility of transforming the subsets, in meshes or the ability to import a mesh on a bone (at its creation)
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Last edited by BIGREG; 06-16-12 at 10:22 AM.
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Old 06-16-12, 10:38 AM   #1492
TheDarkWraith
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From what I've been reading of your postings you're telling me that the following parameters are defined in the mtl file as:
- d: the opacity of the material. Correlates to Opacity in the GR2 material's extended data
- map_d: the AO (self-illumination) map. If this is so it will greatly simplify my importers as I won't have to deal with two different mtl files

The Illum parameter I will not support. That deals with lighting models and it's way too complicated to add support for all that are defined. My app is not a texture editor, it's a GR2 editor.

We're still in the same problem with the OBJ file not supporting two sets of texture coordinates. Even if I add map_d as being the AO we still need two seperate files so that the texture coordinates for non-AO and for AO can be specified.

Last edited by TheDarkWraith; 06-16-12 at 10:49 AM.
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Old 06-16-12, 10:50 AM   #1493
BIGREG
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Bonjour TDW

Quote:
- d: the opacity of the material. Correlates to Opacity in the GR2 material's extended data
Yes,but i am not an expert if you can try to export the opacity as map_d + if possible ( "d" value ) in .mtl , i can test it

Quote:
- map_d: the AO (self-illumination) map. If this is so it will greatly simplify my importers as I won't have to deal with two different mtl files
Quote:
We're still in the same problem with the OBJ file not supporting two sets of texture coordinates. Even if I add map_d as being the AO we still need two seperate files so that the texture coordinates for non-AO and for AO can be specified.
Not, a problem is another .obj and we can export/import the uvw coordinates

Quote:
The Illum parameter I will not support. That deals with lighting models and it's way too complicated to add support for all that are defined. My app is not a texture editor, it's a GR2 editor.
Ok,i understand and we have the ground to make lights
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Old 06-16-12, 11:36 AM   #1494
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Quote:
Originally Posted by BIGREG View Post
Yes,but i am not an expert if you can try to export the opacity as map_d + if possible ( "d" value ) in .mtl , i can test it
Let's find out if it does correlate or not. Try this:
- open up a GR2 file with the app
- go to it's material that has 3 maps defined
- edit the material's extendeddata to change the opacity from it's current value to some value picked by yourself
- save the file
- open in Goblin and in-game to see if any change or not

Let me know results


I'm adding the 'd' parameter to the exporter and importers currently
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Old 06-16-12, 11:51 AM   #1495
BIGREG
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Here :

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Old 06-16-12, 12:02 PM   #1496
BIGREG
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Quote:
Let's find out if it does correlate or not. Try this:
- open up a GR2 file with the app
- go to it's material that has 3 maps defined
- edit the material's extendeddata to change the opacity from it's current value to some value picked by yourself
- save the file
- open in Goblin and in-game to see if any change or not

Let me know results
But for that i need to create one with an opacity map ?

on "normal" objects i have just the amb,diff,specular
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"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

Proverbe Shadok
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Old 06-16-12, 12:40 PM   #1497
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
But for that i need to create one with an opacity map ?

on "normal" objects i have just the amb,diff,specular
Why would you? The Opacity parameter in the material's extendeddata is specifying the opacity according to the GR2 file. Just try it and see.

The map_d that you are referring to as opacity map is the self-illumination (AO) map. That has nothing to do with the Opacity in the material's extendeddata.
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Old 06-16-12, 01:18 PM   #1498
BIGREG
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Maybe,But normaly :

Ambiente occlusion is the map with the objects shaders (in 3dsMax)
(more maps are "baked" to make it )

self-illumination is to add "light" to the diffuse map ( in 3DsMax)

Opacity is to make :

"cuts" as the sea bed plants borders
But ingame/editor is the alpha channel from diffuse (but i don't understand how) other "normals" objects use the alpha as ambient or specular

or to make "glass"

But,ingame/editor the glass effect is make without map ,just colors (no map/no texture)
we can change the colors
but not the transparency (no alpha or strenght values)
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~~~~BigReg~BigRegOne~~~~



"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

Proverbe Shadok

Last edited by BIGREG; 06-16-12 at 01:29 PM.
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Old 06-16-12, 01:25 PM   #1499
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Maybe,But normaly :

Ambiente occlusion is the map with the objects shaders (in 3dsMax)
(more maps are "baked" to make it )

self-illumination is to add "light" to the diffuse map ( in 3DsMax)

Opacity is to make :

"cuts" as the sea bed plants borders
But ingame/editor is the alpha channel from diffuse

or to make "glass"

But,ingame/editor the glass effect is make without map ,just colors (no map/no texture) , we can change the colors
but not how transparent (no alpha or strenght values)
You have to differentiate between 3dsMax rules and SH5 rules. The app plays by the rules defined by SH5 thus many things will not be the same as in 3dsMax.

Opacity in SH5 controls the overall opacity of the material. A material with no maps or texture renders by the colors defined in it's material (ambient, diffuse, and specular). AO or self-illumination in SH5 controls does just what it's supposed to do - provide ambient occlusion (darkening/lightening of areas)

Transparency is defined by the Opacity parameter in the material's extendeddata (and the 'd' parameter in the MTL file)
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Old 06-16-12, 01:32 PM   #1500
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I forgot to add the ability to change a material's extendeddata

I'll add that ability now

I was going to change the TDC material's Opacity parameter in the extendeddata but saw that I never gave the app the ability to do so.
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