Icedrake Posted April 28, 2005 Share Posted April 28, 2005 I have not had any trouble with the creation of new items and textures for them but I can't seem to nail down an effect I'm looking for. When I add a txi file with the same name as my texture with the CM_Baremetal attribute to an armor that otherwise has no txi info except the "xbox 256 thing" I get no metal shine. Example: I add the CM_Baremetal effect to a txi file with the same name as my texture for the mineruniform (name of the texture eludes me at the moment). I shade my alpha channel in the areas I want to have the effect. I put both files in my override directory and test. No metal effect. I can see where my alpha channel is on some textures ex: base clothing texture goes all transparent (might use that to create a floating sword or ghost armor effect someday), and the miner uniform gets all bright white. I guess all that being said my question is: what determines whether or not I can use an effect by creating a txi file to go with my texture? Thanks-- Icedrake Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted April 28, 2005 Share Posted April 28, 2005 For it to affect armor/robes/clothes that doesn't already have a metal shader, you have to change your PC's envmap entry in the appearance.2da file. The .txi trick, unfortunately, won't work in the same manner as it does for weapons and such... Change the envmap entry to " CM_Baremetal "(without quotes) Link to comment Share on other sites More sharing options...
Icedrake Posted April 28, 2005 Author Share Posted April 28, 2005 All that and it was such a simple answer ... I never thought to check the appearance.2da file. I was able to change the effect for the Jal Shey armor to CM_Crys and get this cool oily rainbow reflection thing going and that threw me. I thought "if I can do that with the Jal Shey stuff why not with other armor textures". Thanks Chainz - I'll give that a shot. Link to comment Share on other sites More sharing options...
Icedrake Posted April 29, 2005 Author Share Posted April 29, 2005 Is there a way to edit the .mdl or something to add a metal shader? I worked with the .2da file and was able to achieve the effect I was looking for but I want to eventually post my mod and have it be compatible with others (and a new appearances.2da just for one effect seems a bit overboard). Thanks Link to comment Share on other sites More sharing options...
Icedrake Posted May 14, 2005 Author Share Posted May 14, 2005 I hope this doesn't count as a bump. I have a new question and didn't think a new thread would be necessary .... I was able to achieve the effect I was going for by working with a different base armor. I was going along all fine *and* dandy, when all of a sudden "txi's quit working for me". I could specify any envmaptexture I wanted and get effects and then all of a sudden no matter what I put in a txi file I get cm_baremetal for everything. I reinstalled kotor2 and using kotor tool extracted a skin and txi. I change the alpha and see that in game but it doesn't matter what I put in the txi -- nothing. Does anyone have any idea why this would happen? -- This is getting in the way of being able to upgrade from lurker to contributor Thanks, Icedrake Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted May 14, 2005 Share Posted May 14, 2005 What are you using for your new base? Also, if it's a robe/clothing, did you adjust your envmap column in the appearance.2da? Be sure to use the same character for testing unless you applied the envmap fix to all character classes/genders... If you happen to be using a different character (head, gender, class) the game may be looking at a different row than the one you had adjusted previously... Link to comment Share on other sites More sharing options...
Icedrake Posted May 14, 2005 Author Share Posted May 14, 2005 I switched to the PFBMM (Zeison Sha Armor) Model and I've created a new item uti file pointing to PFBAM07. I've created PFBAM07 and edited the Alpha to various shades all the way down to black. I can see cm_baremetal on it but no matter what I put in PFBAM07.txi it doesn't change a thing. Icedrake Link to comment Share on other sites More sharing options...
Icedrake Posted May 14, 2005 Author Share Posted May 14, 2005 Maybe I'm missing something ... My model is PFBMM My item name is Drakearmor.uti My skin is PFBAM07.tga My txi is PFBAM07.txi Am I missing the forest for the trees? If I'm being thick I can handle that ... --- It's shiny --- Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted May 14, 2005 Share Posted May 14, 2005 Originally posted by Icedrake I switched to the PFBMM (Zeison Sha Armor) Model and I've created a new item uti file pointing to PFBAM07. I've created PFBAM07 and edited the Alpha to various shades all the way down to black. I can see cm_baremetal on it but no matter what I put in PFBAM07.txi it doesn't change a thing. I believe the Zeison Sha Armor already has a shader since it has metal components... however I'm confused as to what you're trying to do? When you say you see cm_baremetal on it, do you mean it's 'shiny'? or it's coming out transparent? Link to comment Share on other sites More sharing options...
Icedrake Posted May 14, 2005 Author Share Posted May 14, 2005 Maybe I'm missing something ... My model is PFBMM My item name is Drakearmor.uti My skin is PFBAM07.tga My txi is PFBAM07.txi Am I missing the forest for the trees? If I'm being thick I can handle that ... --- It's shiny --- Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted May 14, 2005 Share Posted May 14, 2005 Originally posted by Icedrake --- It's shiny --- ok... are you not wanting it shiny, or are you trying to achieve a different effect rather than "shiny".. (sorry, I'm the thick one here) hehehe Link to comment Share on other sites More sharing options...
Icedrake Posted May 14, 2005 Author Share Posted May 14, 2005 I really appreciate your help Chainz! What we've got here is failure to communicate ... and it starts with me. I've reskinned the zeison sha and I want to change the "shine" from the baremetal to the CM_Crys "shine". The kick in the butt here is that it was working a couple of days ago. I came back after a breather and it's not working any more. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted May 15, 2005 Share Posted May 15, 2005 Originally posted by Icedrake I really appreciate your help Chainz! What we've got here is failure to communicate ... and it starts with me. I've reskinned the zeison sha and I want to change the "shine" from the baremetal to the CM_Crys "shine". The kick in the butt here is that it was working a couple of days ago. I came back after a breather and it's not working any more. hehe.. we're getting there at least ok... did you put this in your .txi file? envmaptexture CM_Crys or did you try to copy & paste the funky symbols when you were making the .txi?... Also, since you're using a different shader this time, make sure to go back and take the CM_Baremetal entry out of you envmap column in the appearance.2da (if you haven't already).... EDIT: Master svösh, can you jump in? You are the shader King around here I'm beginning to think this may not be possible without drastic measures Link to comment Share on other sites More sharing options...
Icedrake Posted May 15, 2005 Author Share Posted May 15, 2005 That's just it. I gave up on the idea of modifying the appearance.2da and switched armor sets so I wouldn't have to. I've pulled everything out of my override folder except my uti, tga, and txi file. envmaptexture CM_Crys that's a copy and paste straight out of my txi file. I know I'm doing something wrong ... argh Link to comment Share on other sites More sharing options...
svösh Posted May 15, 2005 Share Posted May 15, 2005 We can't make custom shader’s without over writing an other ..damn hardcode .foiled again but you can bend the rules sometimes The Jal Shey model I believe uses Metal as the 3dsmax base shader so it would be natural for it to use cm_barmetal . but I think you can still make this work Ok I think your problem is you should remove the "envmaptexture" part in your .txi so it reads simply as CM_Crys all I see are crazy characters for it’s shader info in KT so I assume it’s simply CM_Crys And edit cm_baremetal in the appearance.2da to CM_Crys as well make sure to click an other column after making the changes in the 2da file so they take, then save it to your override. If that fails try just CM_SpecMap again no "envmaptexture" for both envmap in appearance.2da and in your txi if u get shiny stuff you know it’s working then we can narrow down why this CM_Crys is not Hope this helps svösh Link to comment Share on other sites More sharing options...
Icedrake Posted May 15, 2005 Author Share Posted May 15, 2005 Thanks y'all ... I'll try those steps here shortly. Is there any way in GMAX or with a hex editor to change which is the default or base shader or whatever? I'm too much of a perfectionist to release this mod without it being: A. The way I want it (appearance wise). B. Usable without custom .2da files etc. that limit compatibility. Okay C. Not just some silly little re-skin without some cool effect to make it ... uhh ... cool Icedrake -- I need to make a better sig file Link to comment Share on other sites More sharing options...
Icedrake Posted May 15, 2005 Author Share Posted May 15, 2005 Ok I think your problem is you should remove the "envmaptexture" part in your .txi so it reads simply as CM_Crys all I see are crazy characters for it’s shader info in KT so I assume it’s simply CM_Crys Tried that. No change. And edit cm_baremetal in the appearance.2da to CM_Crys as well make sure to click an other column after making the changes in the 2da file so they take, then save it to your override. If I put CM_Crys in the appearance.2da file in the envmaptexture slotfor the PF and PM characters I get rainbows for every alpha channel applied to *any* armor no matter what goes in the .txi file. If that fails try just CM_SpecMap again no "envmaptexture" for both envmap in appearance.2da and in your txi if u get shiny stuff you know it’s working then we can narrow down why this CM_Crys is not Okay, when I specify no envmap in either appearance.2da or in my txi file - I get metal shiny stuff on the armor. I really don't want to need a custom 2da file for this but if I can't get around hardcoding :compcry: I guess I'll just deal. Thanks -- I really need to make a better sig file Link to comment Share on other sites More sharing options...
AVol Posted September 3, 2005 Share Posted September 3, 2005 Where I can see all commands of .txi files? (for more special effects...) / envmaptexture, blending, decal I already know... I want more... =) / Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted September 3, 2005 Share Posted September 3, 2005 Where I can see all commands of .txi files? (for more special effects...) / envmaptexture, blending, decal I already know... I want more... =) / Good to finally see you here AVol! Welcome to the Forums! Are you looking for shader .txi's or more like "effect" type shaders? Most of the shaders can be found here using KotOR Tool: Kotor II > ERFs > TexturePacks > swpc_tex_tpa.erf > C look for the entries starting with "CM_". Their .txi info will look like garbled funky characters, but most of the time you can just place the name of the file itself in your .txi file... ie: envmaptexture CM_Baremetal envmaptexture CM_Specmap etc. etc. For more of an "effect" type .txi, here's the one I used for my Darksword mod (thanks to T7nowhere) that gives it a "strobing" rotating arc effect (with proper .tga blending). proceduretype cycle numx 4 numy 4 fps 60 decal 1 blending additive downsamplemax 0 downsamplemin 0 messing with the numx, numy, and fps values can give you all sorts of funkiness hehehe... and I believe this .txi is similar to the same light effect that the Force Pike has and such. That's about my extent as far as .txi shaders and such however. Hope it helps though Link to comment Share on other sites More sharing options...
AVol Posted September 3, 2005 Share Posted September 3, 2005 Thank you for your help, I shall try... =) Especially interesting the "strobing" rotating arc effect... Small question - I appointed effects "decal 1" and "blending additive" to a texture of a body, but they did not work. It is impossible to force to work them or they only for the weapon? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted September 4, 2005 Share Posted September 4, 2005 from what I gather the decal 1 & blending additive is only for saber colors (or something similar when you are trying to blend together 4 planes).. Also, I'm pretty sure the model itself has to have a mesh effect or shader for .txi's to work anyways. The .txi's are just 'calls' on how to treat the exisitng effect. If one doesn't exist it, then the .txi isn't going to help no matter what you put in it... Link to comment Share on other sites More sharing options...
Icedrake Posted September 5, 2005 Author Share Posted September 5, 2005 Also, I'm pretty sure the model itself has to have a mesh effect or shader for .txi's to work anyways. The .txi's are just 'calls' on how to treat the exisitng effect. If one doesn't exist it, then the .txi isn't going to help no matter what you put in it... Is there some way to add one of these shaders to a model in gmax or something? Link to comment Share on other sites More sharing options...
AVol Posted September 5, 2005 Share Posted September 5, 2005 Thank, ChAiNz.2da But i have new proplem... =) In the new project I do not accept standard structures of chrome-effect. I have wanted to add the structure - have changed file CM_Baremetal and have named CM_AVolMetal01. When I have written in a txi-file for model "envmaptexture CM_AVolMetal01" (without quotes), the model was gone, but a shadow has remained: http://i22.photobucket.com/albums/b336/AVol/AVol_2005-09-05_00-36-50.jpg If to write "envmaptexture CM_Baremetal" all will be normal: http://i22.photobucket.com/albums/b336/AVol/AVol_2005-09-05_00-32-20.jpg Tried to change in appearance.2da - the same problem. Whether probably to create new texture for chrome-effect? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted September 5, 2005 Share Posted September 5, 2005 From what I've gathered we can't make custom shaders for KotOR / TSL. You pretty much have to "replace" one that is already in use by the game. I'm not sure if it's limitations of the engine, model import/export problems or the dreaded hardcode but custom shaders have been the proverbial "pain in the hindquarters".. hehehe svösh & T7 know much more than me about shaders (it's how I know what I know today ), but I know that svösh had a custom "replaced" shader for KotOR...(CM_Manaan). Wether it's as 'easy' (I use the term loosely) as re-texturing an existing shader and naming it the same is beyond me though. I've never attempted it, and it seems as if that might be just a little 'too easy'... I usually wind up getting it smacked right back in my face when I claim something like that... hehehe The forseeable problem with replacing an existing shader is that it affects everything in the game that uses it... if your shader is way off kilter, you might get some angry comments about how it makes other things in the game look 'less than admirable'... be careful when making changes to it ----------- @Icedrake Again, I'm not 'positive'. I've rarely used a shader that wasn't already pre-applied to a model(s) so I'm not sure if it's determined in your model's Material or Diffusion settings. It's worth a try, but I can't honestly give you a correct answer... sorry Link to comment Share on other sites More sharing options...
svösh Posted September 5, 2005 Share Posted September 5, 2005 Is there some way to add one of these shaders to a model in gmax or something? Yes in [G]max each section of models or the single mesh models has an AuroraTrimesh modifier in it there are a few parameters that you can use. One is alpha, one is self illumination like the vacuum mask glow, one is shadows but don’t use them , the devs had to use specific code to make them work and not tear , a torn shadow is a very ugly thing, and would make modeling the most hair ripping experience of all. Just about all models have metal set as their models Base shader type , some are blinn if the model is blinn even with CM_Baremetal in the txi and appearance .2da chances are the model may still not shine . However by importing them changing the models shader type and recompiling you may be able to fix that. And Avol custom shaders do not work on characters as there environment maps, the game only has a select few the best you can do is find one that is rarely used and overwrite it with your custom .tga , and use it’s original name in the txi and as your shader texture's name. svösh Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.