23.12.2007, 12:55
If I understand you correctly, you ask if all .mat files with their values can be replaced with one .mat file or with some batch?
If it could be done, (if I understand you, which might not be the case) and you know how to do that, that would be great. That is beyond my skills I am afraid. But there is also one more problem, I set values in .mat in two slightly different ways, for simple “shine” and for more “shine” (p51 ona, for example) Is it possible to have that batch in several groups?
Also every object have their .mat file, can we set them too with some batch or something like that? In that case all ships, vehicles, tanks, houses (objects in all) can be “shiner” (more realistic light looking), just to find some good-looking and realistic values (sun reflecting on metal hangars roof)
Or I misunderstood you at all?
AlphaTestVal 0.5 // of [0.1, 0.5, 0.9] determines how game sees alpha channels for given object, how much transparent, I think that also interacts with .tga textures alpha channels opacity.
And I think that you just discovered solution with "planeshine” collision with mat manager, this is it:
tfBlend 1
I set it to “0” because I was getting some strange things (ghostly looking plane), and thought its better to set I to “0” just in case. And its also in original set at “0”.
Also if you set this values in Gloss1D0o which I used, because it is for overall plane, it will alter also looks of the plane.
[LightParams]
Ambient 0.85 (plane would be darker)
Diffuse 0.9 (also darker)
Specular 0.5
[i]SpecularPow 6 (light would be looking more flat, in original its 4 I set it to 16)
Shine 0.0[/i]
But I think that the file for “markings and roundels” is “Overlay.mat” (it is up to 10 that overlays.mat per plane) because it calls theirs textures. I think it must be set there.
And folder for symbols, markings and roundels I found extracted here:
\3DO\Plane\TEXTURES
I would like to hear what you think about all of this.
If it could be done, (if I understand you, which might not be the case) and you know how to do that, that would be great. That is beyond my skills I am afraid. But there is also one more problem, I set values in .mat in two slightly different ways, for simple “shine” and for more “shine” (p51 ona, for example) Is it possible to have that batch in several groups?
Also every object have their .mat file, can we set them too with some batch or something like that? In that case all ships, vehicles, tanks, houses (objects in all) can be “shiner” (more realistic light looking), just to find some good-looking and realistic values (sun reflecting on metal hangars roof)
Or I misunderstood you at all?
AlphaTestVal 0.5 // of [0.1, 0.5, 0.9] determines how game sees alpha channels for given object, how much transparent, I think that also interacts with .tga textures alpha channels opacity.
And I think that you just discovered solution with "planeshine” collision with mat manager, this is it:
tfBlend 1
I set it to “0” because I was getting some strange things (ghostly looking plane), and thought its better to set I to “0” just in case. And its also in original set at “0”.
Also if you set this values in Gloss1D0o which I used, because it is for overall plane, it will alter also looks of the plane.
[LightParams]
Ambient 0.85 (plane would be darker)
Diffuse 0.9 (also darker)
Specular 0.5
[i]SpecularPow 6 (light would be looking more flat, in original its 4 I set it to 16)
Shine 0.0[/i]
But I think that the file for “markings and roundels” is “Overlay.mat” (it is up to 10 that overlays.mat per plane) because it calls theirs textures. I think it must be set there.
And folder for symbols, markings and roundels I found extracted here:
\3DO\Plane\TEXTURES
I would like to hear what you think about all of this.