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Author Topic: Green Texturing because ADT misses Light reflect instruction  (Read 1406 times)

Ascathos

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First of all, I hope I got the proper area for this. It's related to level design, so I assumed it belongs in here - "Miscellaneous" might also be a possiblity.

Hello all, I've been in progress off understand the whole concept of the ADTs. Recently, I came across the issue of ADTs done inheriting the function "to reflect" light (or rather the skybox - new to WoTLK, as far as I read). If the client has this option activated, it'll try to read the instructions and display the reflection accordingly - as the ADT itself is missing the instructions however, it'll show the familiar "green" for "Missing or failed textures". After some research, I came across the option of just setting the "Light reflection" option to off - it disables the reflection and displays the texture properly.

However, I think that is solveable. I downloaded the 010 editor and the 010 templates by schlumpf and tried around a little. My efforts were meaningless yet, so I try to get some help.

Basically, I have to set the MTXF chunk (displayed as MTFX in the template ?) to an array of 1 and 0 that makes sense for the engine. However, I also have to set the MCLY chunk(s) to the 0x400 flag - does that mean I have to set the flag for every single chunk ? Or am I completely mistaken ?


Please mind, I am fairly new and I've been reading the hexediting and bitmasking introduction: the wiki is great, but I am not fully capable of doing it on my own. Maybe I am just doing something critically wrong ?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Mjollna

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Re: Green Texturing because ADT misses Light reflect instruc
« Reply #1 on: June 02, 2012, 03:13:35 pm »
This tutorial  viewtopic.php?f=21&t=456 is probably what you're looking for.

It tells you how to add to your texture a new file ending in _s.blp and containing the reflections for proper display of specular lighting.
mtxf is for another kind of reflections, and yes chunk name is xf and not fx.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: Green Texturing because ADT misses Light reflect instruc
« Reply #2 on: June 02, 2012, 03:17:41 pm »
Actually, that is a good information. I assumed that this was caused in the first place by the settings in the ADT.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »