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2 shaders in 1 object??


dede_frost

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HI, I nedd to know if there is a way to use 2 shaders in 1 object. I know that there's a shader to make things "glow" a bit (I forgot the script for that one), and another one to make things looks shiny (CM_Baremetal), but I was wondering if there's a way to make a part of an object shiny and another glow.

Thanks in advanced for any help.

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Thanks, I got it, I'm now attempting to make an object with two textures... sadly on my first attempt, the textures didn't show up in-game.

 

Heres what I did:

 

- I mapped one part of the object as I always would in Gmax with my first texture.

- Once I finished mapping it, I hit "m" to bring up the material editor; then I clicked "new" and on "standart".

- I clicked on the grey square near "difuse" to select my second texture, and once I selected it, I mapped the other part of the object with that texture.

- I then joined the two objects into the same editable mesh, when Gmax prompted the attatch options, I clicked on "Do not Modify Mat IDs or Material"

 

Then I just exported the object like normal, but none of the textures I made showed up in the game, if only showed a grey staff (it's suposed to be staff, the texture's just wrong...). So, if anyone can tell me what I did wrong, or if you know any full-blown tutorrials on having 2 textures, please let me know. Any help would be apreciated.

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(Edited for space)

Then I just exported the object like normal, but none of the textures I made showed up in the game, if only showed a grey staff (it's suposed to be staff, the texture's just wrong...). So, if anyone can tell me what I did wrong, or if you know any full-blown tutorrials on having 2 textures, please let me know. Any help would be apreciated.

You can't have 2 textures for one object. For items which don't have animation (swords, headgears) you need to use 2 objects mapped with dif. textures. But a simple glow&shine you can get by using custom envmap just like cm_baremetal.

So, nake a copy of cm_baremetal to cm_myenv but in this one you set alpha channel, set .txi (cm_myenv.txi) for this (default txi for cm_baremetal contain only "cube 1") and apply a envmap like cm_bright. If alpha channel is under 50% gray you'll get some shiny with light effect.

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Err, sorry I didn't get ur post, could yopu explain a bit more clearly? (from a noob's point of view...)

 

What I understood is that I shoud make a .txi file for my texture (btw, what does CM_myenv mean?), and I should write envmap CM_Bright in the file (thats about as far as I understood you), but wouldn't that make the entire texture glow? Did I get u wrong somewhere there?

 

btw: I saw a model from Mono_giganto that had 2 textures...

 

Edit: oh, I see, I think I understood you a bit better: so I use the CM_Bright shader, and I on the parts I want to shine I make alpha channels lighter than 50%, and for the parts I want to glow, I make them darker than 50%? Is that all?

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Actually, I was making a whole new model, but using w_dblswrd_001.mdl as a base. The reason I want the glow/shine effect is because I'm making a model for Gandalf's Staff (in the movie the staff shines, but there is a glowing light at the top of it). I think it would be impossible to make 2 objects for it, as the orriginal model only has 1 object.

 

P.S.: I was thinking about adding a light to the top of the staff (that would do even a better job than the glowing shader), but I need to know if that is possible with the current limitation of modding KOTOR?

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Actually, I was making a whole new model, but using w_dblswrd_001.mdl as a base. The reason I want the glow/shine effect is because I'm making a model for Gandalf's Staff (in the movie the staff shines, but there is a glowing light at the top of it). I think it would be impossible to make 2 objects for it, as the orriginal model only has 1 object.

 

P.S.: I was thinking about adding a light to the top of the staff (that would do even a better job than the glowing shader), but I need to know if that is possible with the current limitation of modding KOTOR?

 

For this type of thing you could take a clue or 2 from Chainz.2da's darksword mod. What you would be doing is assigning the top of the staff the ability to glow and pulse like a Lightsaber even though it has a solid fixture where a blade would be. At least I believe that is how the Chainz.2da man did it.

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Well, I checked out the Chain.2da's darksword, but that is a different effect from what I want... Well, the "glow" on the sword just looks like a texture that was put in the outside of the model, what I wanted was an actual glowing effect, that made the tip of the staff radiant with light...

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Actually, I was making a whole new model, but using w_dblswrd_001.mdl as a base. The reason I want the glow/shine effect is because I'm making a model for Gandalf's Staff (in the movie the staff shines, but there is a glowing light at the top of it). I think it would be impossible to make 2 objects for it, as the orriginal model only has 1 object.

Oh, that's easy. For swords you can use multiple objects and for each object you can use 1 texture or 1 texture for all objects. Make your staff in 2 pieces. Remember name for the part which you want to light. Import original sword, break link and for your staff copy pivots coord/orientation from original model. Same pivots coord need to be set for second part of staff so copy from original sword. Now link both parts of staff to aurorabase. Export. Load exported mdl in notepad and search for section called like object which you want to light. You should find something like this

node trimesh StaffTOP
parent w_dblswrd_001
 position -0.107827000319958 0 0.217559993267059
 orientation 1.00000005006826 0 0 1.57079990135552
 alpha 1
 selfillumcolor 0 0 0
 diffuse 0.588235020637512 0.588235020637512 0.588235020637512
 ambient 0.588235020637512 0.588235020637512 0.588235020637512
 render 1
 shadow 0
 specular 0.000000 0.000000 0.000000
 shininess 0.000000
 wirecolor 1 1 1
 bitmap w_dblswrd_001
 verts ... 

Instead of StaffTOP should be the name of object dedicated for light.

Now, where is selfillumcolor 0 0 0 set new value 1 1 1. Save and compile with mdlops. For that object you can set new texture if you want or you can use same texture like the rest of your staff.

That will be all.

 

P.S.: I was thinking about adding a light to the top of the staff (that would do even a better job than the glowing shader), but I need to know if that is possible with the current limitation of modding KOTOR?

Also you can add "light" stats in .uti file.

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