Does anyone know what the accepted entries for the ENVMAP column are in appearance.2da? I thought it might have referenced another 2da but it doesn't that I can see.
Appearance.2da acceptable ENVMAP entries
Débuté par
Rubies
, juin 07 2012 07:02
#1
Posté 07 juin 2012 - 07:02
I'm sure I knew the answer to this myself at some point but maybe my brain just isn't working properly. Wouldn't surprise me! 
Does anyone know what the accepted entries for the ENVMAP column are in appearance.2da? I thought it might have referenced another 2da but it doesn't that I can see.
Does anyone know what the accepted entries for the ENVMAP column are in appearance.2da? I thought it might have referenced another 2da but it doesn't that I can see.
#2
Posté 07 juin 2012 - 07:48
<browsing...>
That column just references a texture file (minus extension).
The standard ones are:
In addition, there is env_TTI (though I don't know what uses that).
<...when he should be working>
That column just references a texture file (minus extension).
The standard ones are:
- default
- evmap_irrid (beetles & umberhulk)
- dlag__ref01 (my fave for glass and crystal stuff... used it for TAD's avatar)
- evmap_azer
In addition, there is env_TTI (though I don't know what uses that).
<...when he should be working>
Modifié par Rolo Kipp, 07 juin 2012 - 07:48 .
#3
Posté 08 juin 2012 - 08:28
default should use whatever the environmental map for the current area's tileset is.
envmap_irrid is the file name for an irridescent reflective texture.
Pretty much anything else you want to use is the file name of the environmental reflection image you want to see reflected from shiny parts of a creature. For instance, if you want a creature appearance to have a permanent darker shininess, put in the file name for the envmap for one of the underdark tilesets.
Reflectivity is controlled by the alpha channel of a creature's texture image(s). White = matte, black = completely reflective. Shades of grey offer in-between amounts of reflectivity.
If you leave this column's entry as ****, instead of the "black" of the creature texture alpha channel controlling reflectivity, it will instead control transparency...white = solid, black = completely transparent.
envmap_irrid is the file name for an irridescent reflective texture.
Pretty much anything else you want to use is the file name of the environmental reflection image you want to see reflected from shiny parts of a creature. For instance, if you want a creature appearance to have a permanent darker shininess, put in the file name for the envmap for one of the underdark tilesets.
Reflectivity is controlled by the alpha channel of a creature's texture image(s). White = matte, black = completely reflective. Shades of grey offer in-between amounts of reflectivity.
If you leave this column's entry as ****, instead of the "black" of the creature texture alpha channel controlling reflectivity, it will instead control transparency...white = solid, black = completely transparent.
#4
Posté 09 juin 2012 - 05:17
<gazing in wide wonder...>
Yup. what TAD said... except...
You can mix the two if you get tricky with .txi files and you use the alpha setting of the *model* (not the texture) for a global transparency of certain parts.
As an example germane to this month's CCC, Cestus' Gossamer Dragonfly Wings (which may also appear in the PC Customization challenge ;-) will have a model transparency of about .6 or .7, a crystal texture (sapphire and ruby) with .txi that specifies the reflection map (probably envmap_irrid) and have all smoothing turned off, so facets will reflect in slightly different directions, but the wing itself will be translucent.
Edit: Its big eyes will also be irridescent, but not translucent. I'll use "default" in the appearance.2da, but it will be over-ridden by the texture .txi for those sub-objects.
IMOHO, a pixie needs dragonfly wings, not butterfly :-P Bugs me. <bad pun, boss. *bad*>
I know :-) Ain't it cool? =)
<...at all the pretty colors>
Yup. what TAD said... except...
You can mix the two if you get tricky with .txi files and you use the alpha setting of the *model* (not the texture) for a global transparency of certain parts.
As an example germane to this month's CCC, Cestus' Gossamer Dragonfly Wings (which may also appear in the PC Customization challenge ;-) will have a model transparency of about .6 or .7, a crystal texture (sapphire and ruby) with .txi that specifies the reflection map (probably envmap_irrid) and have all smoothing turned off, so facets will reflect in slightly different directions, but the wing itself will be translucent.
Edit: Its big eyes will also be irridescent, but not translucent. I'll use "default" in the appearance.2da, but it will be over-ridden by the texture .txi for those sub-objects.
IMOHO, a pixie needs dragonfly wings, not butterfly :-P Bugs me. <bad pun, boss. *bad*>
I know :-) Ain't it cool? =)
<...at all the pretty colors>
Modifié par Rolo Kipp, 09 juin 2012 - 05:57 .





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