Dark_Ansem Posted June 5, 2011 Author Share Posted June 5, 2011 oh. so let me see if I understand: the brighter the color made transparent, the more evident the glow will be of said colour? Link to comment Share on other sites More sharing options...
Kyr'am Galaar Posted June 6, 2011 Share Posted June 6, 2011 Well... To get a new envmap, you would have to make a new tga. For example: you could open up 'cm_bright.tga' and make it a new color (It's originally a very light blue). Then save the new---I wanna say 'texture'---with a new name. For example, you could save it as, say, 'cm_yellow.tga'. Stick that in your override, then open/create the txi file for the texture you're trying to add a glow to, and type in: envmaptexture cm_yellow Or whatever it was you named it. Save the txi appropriately, then stuff it into your override along with the aforementioned texture. Now go test it out in-game and tell me if it worked. Oh, and I require a contract for my services. So sign here, here, here, and here. Link to comment Share on other sites More sharing options...
Dark_Ansem Posted June 6, 2011 Author Share Posted June 6, 2011 Well... To get a new envmap, you would have to make a new tga. For example: you could open up 'cm_bright.tga' and make it a new color (It's originally a very light blue). Then save the new---I wanna say 'texture'---with a new name. For example, you could save it as, say, 'cm_yellow.tga'. Stick that in your override, then open/create the txi file for the texture you're trying to add a glow to, and type in: envmaptexture cm_yellow Or whatever it was you named it. Save the txi appropriately, then stuff it into your override along with the aforementioned texture. Now go test it out in-game and tell me if it worked. Oh, and I require a contract for my services. So sign here, here, here, and here. shall I sign with my blood? Link to comment Share on other sites More sharing options...
Kyr'am Galaar Posted June 6, 2011 Share Posted June 6, 2011 shall I sign with my blood? Well, you don't have to, but I would appreciate it. Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted June 7, 2011 Share Posted June 7, 2011 that thread is VERY useful! it also shows us how to add a Normal Map (bump map) to everything! and since I know how to make them from a diffuse texture... they're the blueish ones, right? too bad there can be no Specular / Diffuse Map. something like this but in TGA (sorry for the off-topic :'( ) This intrigues me. Would that actually show up in the game? Link to comment Share on other sites More sharing options...
Dark_Ansem Posted June 8, 2011 Author Share Posted June 8, 2011 I'm not sure, but possibly. there's a mod already that restores mandalorian shininess to armor. Link to comment Share on other sites More sharing options...
Dak Drexl Posted June 9, 2011 Share Posted June 9, 2011 there's a mod already that restores mandalorian shininess to armor. I'm pretty sure that's just a .2da fix. Link to comment Share on other sites More sharing options...
Dark_Ansem Posted June 9, 2011 Author Share Posted June 9, 2011 a 2da fix? how so? Link to comment Share on other sites More sharing options...
Dak Drexl Posted June 9, 2011 Share Posted June 9, 2011 In the original TSL appearance.2da file, the mandalorians did not have an entry for "envmaptexture". This means that anything transparent would just be see-through in-game. By putting "CM_Baremetal" in that "envmaptexture" column, the transparent stuff would then show up as shiny in-game. Now that's just if I remember correctly; I could be wrong of course Link to comment Share on other sites More sharing options...
Kyr'am Galaar Posted June 9, 2011 Share Posted June 9, 2011 You'd also have to add alpha channels to the Mandalorians' textures. Darth_Shan (from kotorfiles. the Darth_Shan here is a different person, I think) just took the original KotOR's mando textures and put them into TSL. But if he/she did happen to add the alpha channels him/herself, then he/she was IMPOSSIBLY accurate. If you put the KotOR tga's next to his/her tga's, then you see that they are EXACTLY the same. And I'm getting off topic... BACK TO IT!!!! Link to comment Share on other sites More sharing options...
Dark_Ansem Posted June 9, 2011 Author Share Posted June 9, 2011 It was a necessary diversion. useful if anything, and very instructive. Link to comment Share on other sites More sharing options...
Dark_Ansem Posted June 15, 2011 Author Share Posted June 15, 2011 bump/help: for those who like GIMP and know how to use it, I figured how to add an alpha channel to the whole image and change the treshold (in fact, much simpler than I expected, just click to add alpha channel without selecting anything, right?). I'm having difficulties with the bump map function: is it possible to use, for the bump map, an actual bump map (the blueish ones not supported in-game) in order to improve the texture? Link to comment Share on other sites More sharing options...
DarthParametric Posted June 16, 2011 Share Posted June 16, 2011 Most of the functionality for the "fancy" Aurora stuff was ripped out of Odyssey as it wasn't usable on an Xbox. What you are see are just the remnants that you won't be able to do anything with. Link to comment Share on other sites More sharing options...
Dark_Ansem Posted June 16, 2011 Author Share Posted June 16, 2011 I know I can't. what I am asking for is if I can use the actual normal map in gimp in order to give illusion of bumpiness to the diffuse texture of the game. Link to comment Share on other sites More sharing options...
DarthParametric Posted June 16, 2011 Share Posted June 16, 2011 Highly unlikely. I doubt you could even do it in Photoshop - at least not in the exact manner you seem to be after. You can fake depth and height with certain techniques and PS filters certainly, but that only works with static images with a fixed light source. It isn't going to hold up to scrutiny when applied to a 3D object moving about in 3D space. Link to comment Share on other sites More sharing options...
Dark_Ansem Posted June 16, 2011 Author Share Posted June 16, 2011 so if I wish to improve how a texture looks, even a glowing one, I have to upscale it, right? Link to comment Share on other sites More sharing options...
DarthParametric Posted June 16, 2011 Share Posted June 16, 2011 Bigger is usually better in the case of textures, yes. Body textures and the like should be 1024x1024. You can get away with 512x512 textures for smaller models like weapons. The vanilla textures are usually pretty bad though, so you'll have your work cut out in a lot of cases if you want to use them as a basis. Link to comment Share on other sites More sharing options...
Dark_Ansem Posted June 17, 2011 Author Share Posted June 17, 2011 yeah, I was thinking of sharpening/bumping for ambients. Link to comment Share on other sites More sharing options...
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