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[solved] Tint overrides on custom models?


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#1
Gammastar

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Yeah yeah, I'm asking a lot of questions, but I searched it and nothing helpful came up.

So anyway, can somebody describe to me the process of successfully applying tints to custom models? I've created a tint map (by editing the individual channels of the diffuse map), and I'm not really sure what to do about the normal and specular maps (I just copied the diffuse map for now to see if anything would work for me, so if anybody has any tips on properly creating those, here's the place to put them).

Thanks!

Modifié par Gammastar, 20 février 2010 - 11:49 .


#2
Adonnay

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The topic is a bit misleading... are you actually looking for help with the tint maps or the other maps?



The link in your other thread pretty much says everything you need...

http://social.biowar...Texture_Formats

#3
DarthParametric

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The specular and normal maps have nothing to do with tints. The tint map just defines the areas to be tinted. Your item will need to make use of the material system (i.e. red steel, dragon bone, etc.) for tints to actually appear in-game.

#4
Gammastar

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Well I made a tint map but it doesn't seem to work. (As in I can't use tint overrides and the material system won't tint the weapon) I already looked over the texture formats page and I can't find anything helpful. I did do it the right way didn't I? I edited the different color channels (RGB, added an A channel but not sure what to do with it) as needed, and it definitely looks like a tint map.

#5
Adonnay

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Why don't you post a sample of your tint map and your .mao file?

#6
DarthParametric

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I don't think the problem is in the textures. I think it's likely in the weapon variation setup.

#7
Gammastar

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Here's a zip with the tint map and the mao. And how would the problem be with weapon variation?

#8
Adonnay

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You are aware that the .mao file is missing the information about the tint map completely?

The line would look like this:

<Texture Name="mml_tTintMask" ResName="w_scy_testa_0t.dds"/>

#9
Gammastar

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oh. heh. well I didn't know anything about that. yeah it works now. thanks lol

#10
Adonnay

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Same with the specular and normal map btw... you have to specify them in the .mao or they won't be used by the game.