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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
05-01-2003, 05:40 AM
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#1 (permalink)
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Senior Member
Join Date: Apr 2003
Location: France
Posts: 132
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How to set up material for good looking front light effect ?
I have re-imported a W3D file in gmax to fix a bug ("W3D -> gmax importer 1.06"), and the importer doesn't get the materials properly from the original file.
So, the front light effect of the truck is not set up, I'd like to give it back the effect of the Chinese Supply Truck
I played around with "emissive", "Opacity", "Blend Mode", "Pass Hint" and the "Alpha Bitmap" button with no better results that the one showed here (Emissive = white, Opacity = 0.9, Blend Mode = Add, Pass Hint = Base texture, Alpha bitmap off)
Does anybody know the parameters to use ? Is there a W3D importer who can get the materials settings ?
Thanks a lot.
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05-01-2003, 06:38 AM
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#2 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 1,097
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all I do, is just make the two plane models that go accross and then I use the ini from that unit.
oldfaq
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05-01-2003, 07:41 AM
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#3 (permalink)
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Senior Member
Join Date: Apr 2003
Location: France
Posts: 132
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I think the parameters are in the W3D file not the INIs...
In game, with a good INI, I can see my lights effects but they don't look good.
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05-01-2003, 08:16 AM
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#4 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 130
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Easy. It looks asthough your texture for the light isnt rendering. Try reaplying it, then it myte work. If not, your SOL.
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05-02-2003, 02:58 AM
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#5 (permalink)
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Senior Member
Join Date: Apr 2003
Location: France
Posts: 132
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The texture is applied good.... and it still doesn't work
The problem seems to be linked by strange darker artefacts when Light effect Polys intersect....
Perhaps the faces imported from the W3D have problems. I'll check it.
The original effect is just a textured poly with an "ADD" blending, right ?
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05-02-2003, 04:24 AM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: New Zealand
Posts: 148
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Have you set the colour of the Emissive light to white? i think its black by default
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05-02-2003, 05:01 AM
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#7 (permalink)
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Senior Member
Join Date: Apr 2003
Location: France
Posts: 132
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Yes, complete list of the parameters are in my first post.
It's seems that there a Z-buffer problem, in fact.
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05-02-2003, 08:34 AM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: New Zealand
Posts: 148
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oops, didn't see that bit first time around 
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05-02-2003, 10:25 AM
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#9 (permalink)
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Senior Member
Join Date: Apr 2003
Location: France
Posts: 132
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So, I've redone the FrontLight Mesh by myself, so it's not the mesh.
I didn't used any textures and I still get the artefacts, so it's not the texture.
In some area, Some parts of the faces are not displayed giving this aspect. It is as if a strange Z-test was made, but "Add Blending" is made without Z-test.... :/
Have you a W3D->Gmax importer that could read material info ?
Have you a method that would permit me to know the material settings of a W3D file ?
Have you the correct set of parameter to use, or perhaps a sample or beta file from EA or westwood, in RenX format to consult ?
Thanks a lot. This bug turns me mad !
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