Forum > Texturing and 2D Art
[QUESTION] Glossy / shiny / plastic effect?
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Quezako:
Ok, I've found many topics like this one: viewtopic.php?f=93&t=937 I've started with a simple exercise: replacing a Murloc by a Darkhound and trying to apply the reflect effect on it.
Unfortunately, the only result I've obtaiend so far is a Darkhound with a stick and transparent ears! ;) So, I don't know what is wrong, I've added the second texture and specified its name at the end of the file, so i don't have to change all the offsets.
Here is a screenshot ans my files.
Quezako:
I've jst tried with M2Modder2, which added the texture, but still, the effect is not displayed. Maybe I have to edit something else in the .m2 file or in another file like a .dbc file?
phantomx:
--- Quote from: "Quezako" ---I've jst tried with M2Modder2, which added the texture, but still, the effect is not displayed. Maybe I have to edit something else in the .m2 file or in another file like a .dbc file? --- End quote ---
For the specular map to work you need to have a custom made one like I did in photoshop.
So here are the steps call it a mini tutorial.
Step 1: Create Specular map.
Step 2: Add texture to model.
Step 3: Go into said model's skin in 010 and open it with the skin template.
Step 4: Open struct TEXU TextureUnits and find the TextureUnit that is using the Specular map.
Step 5: Open the model's M2 in 010 and go down to Struct RenderFlags _RenderFlags.
Step 6: Now in the skin file find what render flag the texture is using and make sure no other texture is using it.
Step 7: Now in the M2 in the render flags change the one that you found that is not being used by anything else but your specular map texture then change the enum E_RENDERFLAGS flag to 16 which is RF _Not_ZBuffered then for enum E_RENDERMODES blendingmode to 4 which is RM_AdditiveAlpha.
Once that's done save both skin and M2 files and put them into the patch along with the specular map.
In my example my texture is number 1.
P.S
I might make a video tutorial later on if I have time.
Quezako:
Ok, thanks a lot for your help! But, I must admit I'm strating to have a headache, because I do'nt even understand how the original Murloc is working this way. The .skin files use renderFlag 2 for textureUnit1. The .m2 has the following values for renderFlag 2 : 4,1. The renderFlag 1 has the values : 16,4. But it does not seem tu be used in the .skin files?
Btw, do I have to add a textureUnit in the new .skin file?
Quezako:
I don't understand why, but even if I set all the renderFlags to 0 in the murloc.m2 and Murloc00.skin + Murloc01.skin files, the reflection still works!
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