|
Descentforum.DE
|
View previous topic :: View next topic |
Author |
Message |
Fusion Forum-Nutzer
Joined: 08 Sep 2004 Posts: 10
Location: Oregon, USA
|
Posted: 05.02.2006, 00:58 Post subject: D3 Texture problem |
|
|
Need some help--
After having limited assistance at Game Edit, I turn to here, the last 0f 4 posible forums where I can/have received assistance in the past.
Wish I could post some pics, but I don't have a image host service.
Any suggestions?
Fus
_________________ Proud Member of Team [RIP] www.ripteam.com |
|
Back to top |
|
|
vinz Forum-Nutzer
Joined: 18 Jul 2004 Posts: 463
Location: Leoben, Austria
|
Posted: 05.02.2006, 01:30 Post subject: |
|
|
What exactly is your problem?
You can attach files to your post if they do not use too much space.
_________________ http://www.LittleSpaceships.com |
|
Back to top |
|
|
Fusion Forum-Nutzer
Joined: 08 Sep 2004 Posts: 10
Location: Oregon, USA
|
Posted: 05.02.2006, 02:33 Post subject: |
|
|
vinz wrote: | What exactly is your problem?
You can attach files to your post if they do not use too much space. |
OK, here's the prob, (See the .zip to get the mn3).
I am doing a CTF Level, and have a really cool Red light, but I need a blue lightface that has the same properties (looks the same) as the red texture. D3edit doesn't have a blue that is the same as my red texture. (for that matter, doesn't have too many solid blue textures period.) WillyP and NightmareUSA at gamedit.net (Linky) have offered suggestions to fix it, but I still am not getting the desired effect.
Now what?
Fus
Description: |
|
Download |
Filename: |
newthing.zip |
Filesize: |
362.49 KB |
Downloaded: |
447 Time(s) |
_________________ Proud Member of Team [RIP] www.ripteam.com |
|
Back to top |
|
|
vinz Forum-Nutzer
Joined: 18 Jul 2004 Posts: 463
Location: Leoben, Austria
|
Posted: 05.02.2006, 13:43 Post subject: |
|
|
Sorry Fusion, I cannot really help you here since I am an absolute D3Edit noob. My first thought was that all textures and lights and their properties etc. should be replaceable with D3 / Edit. Then I followed your link and saw that the problem looks a bit more complicated and that it at least needs some time for testing.
But there are some designers in the DF community who know D3Edit well (and I'd say the other tools too). I hope that they will also answer here (or in the GameEdit thread) and that what you are trying to do can be done with D3.
See you!
_________________ http://www.LittleSpaceships.com |
|
Back to top |
|
|
Atan Moderator
Joined: 27 Jul 2001 Posts: 876
|
Posted: 05.02.2006, 20:47 Post subject: |
|
|
I must say that I can't follow your problem in detail.
Your texture inside the level is already blue..
But if it's the texture lightmap red.ogf itself which you want to reproduce in blue...
so you could use the D3 Image Tool (can be found here).
Extract lightmap red.ogf out of the D3 gam and convert it via D3 Image Tool into a tga file.
Use a paint program to fill the texture with a blue color you like to own later.
Convert that new tga via D3 Image Tool into a new ogf.
Extract the CED Red Lamp entry out of the D3 gam,
rename it i.e. into Blue Lamp,
change the file name to your new ogf file name,
change the RGB values inside that gam i.e. R=50 G=50 B=150.
Try out the best values to get the wanted effect.
What may be a good idea too...
Insert that new file and gam into your level mn3,
link D3Edit Data to that hog (mn3)
link to that gam inside your mn3 too
and load your level into D3Edit then.
Tell via Level Settings that you want to use that combination always for that level.
This way D3Edit will know the new values each time you change them
and you are lighting your level with that data again.
Hope this help. Otherwise please tell in simple words what/where exactly your problem is.
|
|
Back to top |
|
|
Fusion Forum-Nutzer
Joined: 08 Sep 2004 Posts: 10
Location: Oregon, USA
|
Posted: 06.02.2006, 01:00 Post subject: |
|
|
Atan wrote: |
Extract lightmap red.ogf out of the D3 gam and convert it via D3 Image Tool into a tga file.
Use a paint program to fill the texture with a blue color you like to own later.
Convert that new tga via D3 Image Tool into a new ogf.
Extract the CED Red Lamp entry out of the D3 gam,
rename it i.e. into Blue Lamp,
change the file name to your new ogf file name,
change the RGB values inside that gam i.e. R=50 G=50 B=150.
Try out the best values to get the wanted effect. |
WOW! A response from the D3edit app updater himself!
Everything in your first suggestion was basicly what WillyP had suggested to me, using his tutorial for making flythru faces as a reference, only using different light and flag options.
I guess I wasn't specific on the desired effect I was trying for, sorry. What my intentions were was to duplicate in blue that "Halo" effect the red celing lights and the tunnels had.
In the zip of my previous post, I had used a table file to try to increase the brightness in the blue lightfaces, and a blue .ogf file to give me the desired blue. Unfortunately it gave me the "Halo" in white, and not in blue.
Quote: | What may be a good idea too...
Insert that new file and gam into your level mn3,
link D3Edit Data to that hog (mn3)
link to that gam inside your mn3 too
and load your level into D3Edit then.
Tell via Level Settings that you want to use that combination always for that level.
This way D3Edit will know the new values each time you change them
and you are lighting your level with that data again. |
Cool! I didn't know about that trick. Now I don't have to go to the "Table" menu everytime I open my .d3l, I can got straight to opening the .d3l. Do I still have to add the custom .gam, .ogf, and .mn3(.hog) file to the Quicktest of the "Q" menu, or will D3edit remeber where those files are under the Level Settings of the "File" menu when I mn3 in Quicktest?
I have had some sucsess, since my previous post. I opened my table.game file and copied a blue texture that had the closest blue light setting I could find, then pasted into a new table window. (File>New) After relableing the name of the texture and the .ogf file source, I saved it (newthing.gam). After opening mn3edit, I put into the "extra Files" section the table and the ogf files, then saved it as "My Blue.mn3".
After going into both options in "Table" menu, I opened the d3l and found my blue in the Choose>Light in "Textures", and put it into custom, and used as usual. After relighting, I got a hint of the halo I was searching for. Now I just need to find the right light settings.
Fus
_________________ Proud Member of Team [RIP] www.ripteam.com
Last edited by Fusion on 06.02.2006, 09:22; edited 1 time in total |
|
Back to top |
|
|
Floyd Forum-Orakel
Joined: 20 Mar 2001 Posts: 2912
Location: Dresden, Germany
|
Posted: 06.02.2006, 17:07 Post subject: |
|
|
skimmed a little ..., next time i have my usb stick with me i'll pick up your file and look into it at home. check back at the end of the week or a little later for my answer.
Floyd
Edit: please email me if you still need help. i just read your last post.
Last edited by Floyd on 06.02.2006, 17:09; edited 1 time in total |
|
Back to top |
|
|
Atan Moderator
Joined: 27 Jul 2001 Posts: 876
|
Posted: 06.02.2006, 18:49 Post subject: |
|
|
Build a new Profile for your level inside Quicktest.
Tell D3Edit via level settings to load this profile.
D3Edit will load your level profile each time if you load your level.
Means all files are inside Quicktest again.
You can organize this for each single level project.
A handy thing if you learned to use it, give it a chance
|
|
Back to top |
|
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You can attach files in this forum You can download files in this forum
|
|