Rifraf
I know just enough to be a danger to myself
- Joined
- 25 Aug 2013
- Messages
- 1,251
- Age
- 52
Hi all. Was hoping someone could assist me with some questions I have. Aad Moerman has allowed me to redo the phong lighting on all his work that is featured in the next version of my mod. The tools I have are GIMP and TGA Tool and MS3D v1.8.4 with the sod importer/exporter. The one that only allows you to import "stock" sods.
Aad kindly provides most ms3d files so it's easy to edit the phong lighting and save a new sod. Some ms3d's he doesn't have though or only redid the texture keeping a stock sod in place.
1. Why does importing a "stock" SOD into ms3d and changing a material name from !lambert_materialname_!noalpha to
!phong_materialname and saving to new SOD result in the texture being invisible in game?
2. Another "stock" SOD has !phong_materialname_!noalpha and yet Aad Moerman only redid the texture with alpha
channel and it reflects lighting in game. How is this possible with the !noalpha tag on the material name?
3. Why does making any change at all to materialname in a "stock" SOD result in only some "stock" SODs crashing the
game?
4. Aad Moerman provided a SOD in a release. Is there any way to convert that SOD to an ms3d file so I can redo the
phong lighting and re-export to A2 SOD while keeping all groups, materials and joints intact as originally
released? I'm guessing this is called reverse converting and it dumps the hardponts when doing so?
5. Aad Moerman provided a new ms3d file that has nothing under the joints tab (but there are entries under the
group and material tab.) Does that mean the model needs re-hardpointed?
Aad kindly provides most ms3d files so it's easy to edit the phong lighting and save a new sod. Some ms3d's he doesn't have though or only redid the texture keeping a stock sod in place.
1. Why does importing a "stock" SOD into ms3d and changing a material name from !lambert_materialname_!noalpha to
!phong_materialname and saving to new SOD result in the texture being invisible in game?
2. Another "stock" SOD has !phong_materialname_!noalpha and yet Aad Moerman only redid the texture with alpha
channel and it reflects lighting in game. How is this possible with the !noalpha tag on the material name?
3. Why does making any change at all to materialname in a "stock" SOD result in only some "stock" SODs crashing the
game?
4. Aad Moerman provided a SOD in a release. Is there any way to convert that SOD to an ms3d file so I can redo the
phong lighting and re-export to A2 SOD while keeping all groups, materials and joints intact as originally
released? I'm guessing this is called reverse converting and it dumps the hardponts when doing so?
5. Aad Moerman provided a new ms3d file that has nothing under the joints tab (but there are entries under the
group and material tab.) Does that mean the model needs re-hardpointed?