Descentforum.DE Forum Index Descentforum.DE
Search | FAQ | Memberlist | Usergroups | Newsfeed Newsfeed  Register
Profile | Log in to check your private messages | Log in 
Chat | D3-Tactics | Downloads | Map | Links | Serverlist | Teamspeak 

D3 Texture problem

 
Post new topic   Reply to topic    Descentforum.DE Forum Index -> English Embassy / International Descenters Forum
View previous topic :: View next topic  
Author Message
Fusion
Forum-Nutzer


Joined: 08 Sep 2004
Posts: 10
Location: Oregon, USA

PostPosted: 05.02.2006, 00:58    Post subject: D3 Texture problem Reply with quote

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. Weinen

Any suggestions?

Fus

_________________
Proud Member of Team [RIP] www.ripteam.com
Back to top
View user's profile Send private message
vinz
Forum-Nutzer


Joined: 18 Jul 2004
Posts: 463
Location: Leoben, Austria

PostPosted: 05.02.2006, 01:30    Post subject: Reply with quote

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
View user's profile Send private message
Fusion
Forum-Nutzer


Joined: 08 Sep 2004
Posts: 10
Location: Oregon, USA

PostPosted: 05.02.2006, 02:33    Post subject: Reply with quote

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



newthing.zip
 Description:

Download
 Filename:  newthing.zip
 Filesize:  362.49 KB
 Downloaded:  447 Time(s)


_________________
Proud Member of Team [RIP] www.ripteam.com
Back to top
View user's profile Send private message
vinz
Forum-Nutzer


Joined: 18 Jul 2004
Posts: 463
Location: Leoben, Austria

PostPosted: 05.02.2006, 13:43    Post subject: Reply with quote

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
View user's profile Send private message
Atan
Moderator


Joined: 27 Jul 2001
Posts: 876

PostPosted: 05.02.2006, 20:47    Post subject: Reply with quote

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
View user's profile Send private message
Fusion
Forum-Nutzer


Joined: 08 Sep 2004
Posts: 10
Location: Oregon, USA

PostPosted: 06.02.2006, 01:00    Post subject: Reply with quote

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! Geschockt
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. Sehr glücklich 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
View user's profile Send private message
Floyd
Forum-Orakel


Joined: 20 Mar 2001
Posts: 2912
Location: Dresden, Germany

PostPosted: 06.02.2006, 17:07    Post subject: Reply with quote

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
View user's profile Send private message
Atan
Moderator


Joined: 27 Jul 2001
Posts: 876

PostPosted: 06.02.2006, 18:49    Post subject: Reply with quote

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 Winken
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Descentforum.DE Forum Index -> English Embassy / International Descenters Forum All times are GMT + 2 Hours
Page 1 of 1

 
Jump to:  
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
PayPal


Descent is a trademark of Interplay Productions.
Descent, Descent II are © Parallax Software Corporation.
Descent III is © Outrage Entertainment.
Descentforum.DE and Descentforum.NET is © by Martin "Do_Checkor" Timmermann.
Powered by phpBB © 2001-2008 phpBB Group