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black_lightning

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1

Friday, July 9th 2004, 11:09am

question, for ships you designate a path for where the texture for the models mesh is stored, this is one path though to one file. Will it work to have the textures for a model be split up, and to use materials placed in two seperate files?. I know 3db files work because the texture is within it, but it´s not trying to combing finding textures from more then one file, never tried this, so just asking if you new if it works. Also using the same texture name but with different setting in different files imo most likely won´t work, because it goes by the crc name, and once it´s read in it doesn´t re read it in even though it might be a diffent texture, it will still use the firsts; aka the problem with just copying icons or making ship clones with different textures. Whichever it reads in first it will use, it won´t combine a texture with a same name from one file with that of one from another file. Inwhich case if all your textures have different names there is nolonger any reason to split them up into seperate files right? <img src=´http://home.earthlink.net/~enlight10ment/sitebuildercontent/sitebuilderpictures/bla.gif ´>
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harrier

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2

Saturday, July 10th 2004, 5:15am

black_lightning, Freelancer does not seem to care if textures are included as part of the .cmp file... I know... I have done it... weapons and ships display equally well.. the .mat file does not simply hold textures, there are various &quot;switches&quot; in there that determine the display characteristics of a texture... several examples of this are easy to see.. for instance.. the illuminated panels in ships like the Rhino.. hmm.... odd.... one single texture panel.. there is a way it is done.. what I´m looking for is the key... I´m not suggesting that that different textures be used and trying to get Freelancer to use them..... I agree that is not possible...but...take a look at the GS suffix in some .mat files.. what does it do...? Why do the nomad textures work??, The native Freelancer ones work?? There are answers in the .mat files.. there must be.. or we are missing something in Freelancer that is undiscovered.... Harrier <img src=´http://members.optusnet.com.au/~audioele/mypic103.jpg ´> Retreat[![! ---- I´m too badly messed up now[![!
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PantherX

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3

Tuesday, July 13th 2004, 8:13pm

I have tried using the nomad materials in other ships by copying everything in the material in the nomad .3db file without success so there is more than meets the eye. I have some experimentation planned in this regard. I´ll post as I make discoveries.
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Freezefire

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4

Thursday, June 16th 2005, 12:22am

i know this is an old post, but is this something like what you were trying to do? mainly directed to pantherX because they are original nomad textures http://i11.photobucket.com/albums/a171/nhojeod/screen36.bmp http://i11.photobucket.com/albums/a171/nhojeod/screen4.bmp
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harrier

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5

Thursday, June 16th 2005, 2:16am

I actually solved this not long after I started this thread, now my solution is not perfect as the ´alien aspect´ has not yet been perfected, but it´s close.. The model pictures are in a couple of threads.. Harrier
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PantherX

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6

Thursday, June 16th 2005, 7:38pm

Those pics are pretty small so I can´t really say. Can you post something bigger? <img src=´http://216.77.188.54/coDataImages/p/Groups/156/156352/folders/133125/1025235PantherX-new3.jpg ´>
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Freezefire

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7

Thursday, June 16th 2005, 11:45pm

sorry about that, ill try and get them bigger
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Freezefire

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8

Friday, June 17th 2005, 12:10am

<A href=´http://i11.photobucket.com/albums/a171/nhojeod/screen33.jpg´ Target=_Blank>1</a> <A href=´http://i11.photobucket.com/albums/a171/nhojeod/screen17.jpg´ Target=_Blank>2</a> <A href=´http://i11.photobucket.com/albums/a171/nhojeod/screen27.jpg´ Target=_Blank>3</a> <A href=´http://i11.photobucket.com/albums/a171/nhojeod/screen25.jpg´ Target=_Blank>4</a> these are some of the ships that im working on for a mod that may or may not ever come out<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> number 2 was just a test of the texture they are human ships with a bit of nomad technology so i had to figure out how to add the nomad textures Edited by - Freezefire on 6/16/2005 11:12:42 PM
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PantherX

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9

Friday, June 17th 2005, 9:00pm

Those are pretty good. I had the same idea some time ago but gave up because I couldn´t get the textures to work. Now I have to figure out where I went wrong B-). Any chance you could send me the .mat file? <img src=´http://216.77.188.54/coDataImages/p/Groups/156/156352/folders/133125/1025235PantherX-new3.jpg ´>
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Freezefire

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10

Friday, June 17th 2005, 10:04pm

well i didnt use any mat files for it, but ill try and type up a quick tut. for how i did it and send it to you or post it up here. what is your email? Edited by - Freezefire on 6/17/2005 9:05:54 PM
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Cold_Void

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11

Saturday, June 18th 2005, 8:43pm

if the mat´s embedded in the cmp you could just delete all other nodes besides material/texture libs and save it as one
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PantherX

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12

Saturday, June 18th 2005, 10:20pm

Thanks m8 I really appreciate it. My e-mail is victwig@hotmail.com <img src=´http://216.77.188.54/coDataImages/p/Groups/156/156352/folders/133125/1025235PantherX-new3.jpg ´>
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Freezefire

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13

Sunday, July 10th 2005, 1:44am

i started trying to get the other textures to have the nomad effect as well, and it worked. but it keeps the coloring of the nomad no matter what the texture color is. im pretty sure this is because of the .txm file, specifically the RGB.tga within the txm. i tried changing the tga file to give a darker effect but so far with no success. anyone have a tip on this? harrier, how was it that you did the illuminated textures? was it just by adding ilumination in photoshop then opacity in a utf editor or something? i just didnt quite understand
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Freezefire

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14

Sunday, July 10th 2005, 1:50am

if i understood correctly, that is exactly what fl uses the .txm files for. i.e. the nomad_fx.txm has the NomadsomthingorotherRGB.tga, which i think is the basis for that rainbow like glare on the nomad hulls. while the actual nomad textures have a bit of opacity. have i strayed in the wrong direction here? or have you already figured all this out?
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harrier

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15

Monday, July 11th 2005, 5:25am

well, I dunno if I said it before but the key is in the nomad ship .cmp, there are two textures effectively mapped to one surface, then the gradient maps and illumination, are added as float values... but that´s as far as I got, I found that in order for the textures to work properly that the model needed two skins or an inner frame.. Harrier Edited by - harrier on 7/11/2005 4:27:10 AM
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Freezefire

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16

Monday, July 11th 2005, 11:25am

hmmm... i just dont understand what you mean by having two textures mapped to one surface. im confused lol of course maybe we are just going about it differently
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Shmuck1

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17

Monday, August 15th 2005, 2:32pm

could you please send me that tutorial/instructions on how to use nomad textures? email to tylerh91@gmail.com
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18

Monday, August 15th 2005, 6:26pm

Could it be a flag of sort...? Just a random musing <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

harrier

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19

Saturday, August 20th 2005, 10:15pm

Shmuck and others who have contacted me recently, I´ll post the contents of the email message: Unfortunately I have no tutorial, as I didn´t wholly solve it, the result I got was by making an inner frame and texing that as well. Up to that time the ship had been invisible, it was only after I did that the ship revealed itself.. My steps are outlined in the thread, but all I did was study the nomad model in ms3d by importing it and looking then applying the EXACT same set-up as the nomad textures. The format is a little unusual as it uses glow maps in an unusual way and references them via a .txm file which provides the glows somehow in line with the illuminated textures. I asked for extra help at the time in finally solving it completely.. but have had no feedback, so as I have other projects in mind I shelved it, but would happily work with you guys on finally solving it. As to others and progress I understand Argh is working on them independently, perhaps if you talk to him he may be able to fill in the gaps.. Sorry I cannot be more help..
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Argh

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20

Sunday, August 21st 2005, 3:45am

This is a side project that I simply haven´t taken the time to complete, I´m afraid. I kind´ve plan to have &quot;new and improved&quot; Nomad stuff in the next version of the Toolkit Mod, now that I´ve figured out how ALEs work (although this knowledge has not been entirely satisfactory thus far- I can´t clone existing ALEs yet, nor code new ones). Soooo... here´s what I can tell you: 1. &quot;Nomad textures&quot; are basically a single DXT3 file that contains an alpha channel, which is DcDtOcEcEtTwo (talk about complicated), which in turn has a special cubemap that it uses instead of the standard white dot. This cubemap is also DDS DXT3, but it doesn´t have an alpha channel, if I´m recalling correctly. 2. Basically, the Freelancer game engine fakes specularity by displaying a white dot onto the surface normals of geometry that´s facing a lightsource. What Nomad textures do is to shine a semi-random (and nicely tiling) texture onto the surface instead. That´s ALL IT DOES. It appears, to the viewer, that something fancier is going on, but really all we´re looking at is something very much like the specular highlights on normal ships... but, instead of a white dot with a gray alpha, we´re looking at a colored map. There´s nothing all that fancy about it, and altering it´s a piece of cake. Making a new one is going to be a bit trickier. I haven´t yet figured out how to make new TXMs, which is the stumbling block- this is on my long list of &quot;things to figure out when I just have enough free time&quot;- which should be soon, since I´m almost done with the code going into the next version of the Toolkit. My theory is that TXMs and MATs are exactly the same, structurally- it´s just the UTF parameters, such as animation instructions, that make them different- I just haven´t gotten to test that theory yet, is all. If this proves correct, we´ll be able to make things like animated textures on ships... which would be very cool, obviously...
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