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Author Topic: [QUESTION] Glossy / shiny / plastic effect?  (Read 3848 times)

Quezako

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[QUESTION] Glossy / shiny / plastic effect?
« on: January 05, 2015, 08:23:33 am »
Hello,

I would like to know if it is possible to apply the kind of reflective (kind of glossy) effect we can see on some weapons / armors to some creatures or players?
Is it possible with .bls, or envmap or reflect textures?
Or maybe with a graphic injector, like SweetFX or ENB Series?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

phantomx

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #1 on: January 05, 2015, 08:06:18 pm »
blp + renderflags, also depends on the expansion you're using it on.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Quezako

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #2 on: January 05, 2015, 09:18:34 pm »
Thanks a lot, I'll Google that. :)
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Pinkhair3d

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #3 on: January 05, 2015, 11:50:48 pm »
Take a look at the murlocs in game for an example of it on a creature(and a sample reflection map).
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Quezako

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #4 on: January 06, 2015, 03:10:08 am »
Hmm, if I understand, the render flags are coded into the .m2 file?
But I'm trying to understand how to change them. Do I have to hex edit it?
I did not find any tutorial about that.
I've just found the string "CREATUREMURLOCSAHAUGINREFLECT.BLP" in murloc.m2
And I've tried to convert it to .m2i but I suppose it is no use?
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Quezako

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #5 on: January 07, 2015, 08:08:39 am »
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.
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Quezako

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #6 on: January 07, 2015, 10:51:06 am »
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?
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phantomx

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #7 on: January 07, 2015, 02:37:27 pm »
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?

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.
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Quezako

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #8 on: January 07, 2015, 10:48:46 pm »
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?
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Quezako

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #9 on: January 07, 2015, 11:14:40 pm »
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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Quezako

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #10 on: January 08, 2015, 12:30:17 am »
Ok, I've finally got it! :)

In fact, I had to modify many values in the .skin file.
I've been looking for the .skin infos here: http://www.wowdev.wiki/index.php ... ture_units

1. I had to find which textureUnit is assigned to the body. I found this by looking at the submesh field and in the submeshes, findind the one with the most triangles. I suppose it is th submesh #0 by default.

2. I've changed the following values in the textureUnit:
- TEXUNITFLAGS: 144
- order (shader_id): 32769
- d4 (op_count): 2

The flag 144 is not documented, but it is the one used in the Murloc model.
shader_id and op_count seem to be introduced in WoW 5.0.
shader_id 32769 seems to be the glossy shader effect.
op_count 2 is for loading 2 textures, one over the other.

Thanks a lot for your help guys! Now I've got a wonderful plastic Darkhound with a stick! :D

EDIT: the TEXUNITFLAGS doen't need to be changed, it can be set to 16.
There is no need to touch the renderFlags, as it is a shader effect, I suppose.
The 16,4 renderFlags is usefull if you want to make transparent models.
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Pinkhair3d

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #11 on: January 08, 2015, 02:55:09 am »
Good to know!
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Vesageough

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #12 on: January 08, 2015, 06:11:55 am »
I was looking for that!

But I'm trying to apply this kind of effect on Characters, it seems the way textures are loaded is a lot different.
I suppose I have to look at the .dbc files?
I'm trying to do this on the new WoD HD models.
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Rangorn

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #13 on: January 08, 2015, 01:33:34 pm »
Nice, i think i will to try some renderflags/effects on WoD :)

When doing Draenei HD Female model to cata, i have made a mistake with some submesh
What happened ? Draenei face with a light inside her head :D

http://puu.sh/dHZvX/6f9e982c11.png

the Renderflags was 0,4 i think
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Soldan

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Re: [QUESTION] Glossy / shiny / plastic effect?
« Reply #14 on: January 09, 2015, 12:44:49 pm »
Also, I can't remember the order - but if your reflect has a black background or a white background in the BLP, it could make it "not work". If so, change the blending mode to either 4 or 6, depending what you have on.
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