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  • #31
    Hmmm... ok. Interesting. I've been reading from that link you supplied. Really good stuff. I am trying to see how I can get a copy of 3ds max.

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    • #32
      If you are a student it's free. The other software Gmax is no more developped. However I've taken a 2013 version of 3dsmax and DBox2 doesn't work with it... So I'm stopped, see : http://forum.egosoft.com/viewtopic.p...light=#3945854

      Edit : to read bob files, convert them to bod and open them with Notepad++

      Commentaire


      • #33
        Yeah, I've used the student version of AutoCAD as well, but in my experience, there is some penalty or restriction with whatever files you create, such as watermark or something else that "ruins" any files you make. Do you know if that applies to 3ds max?

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        • #34
          It's the full version of 3Dsmax if what they say is right.

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          • #35
            Yeah, the AutoCAD was the "full version" too. You could do all contained functions and results, but any actual documents you created had a big "made from a student version of AutoCAD" stamp along each edge of the document.

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            • #36
              Also, by looking at the picture of the Hull body at the first page I think a part of the texture is already on the model file. However I'm not sure at all of this.

              Commentaire


              • #37
                Hmmm... I remember flying around the ship when I tested your .xsp with no textures. I don't remember seeing anything but a smooth model and no textures, but maybe I missed something.

                Commentaire


                • #38
                  I'm just sayin' that the hull.bod with a 3d viewer shows that : http://i33.servimg.com/u/f33/11/53/26swpb110.jpg

                  Maybe we have to do something else with the ship manager (I hope we don't).

                  Commentaire


                  • #39
                    Oh, I see... that is interesting. It had the textures in a 3d environment? I could imagine a "screenshot" .jpg or something that is ingrained, since some of the packages include misc loadscreen and package icons and screenshots, etc., but if it was fully skinned in the 3d environment, then that is a mystery.

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                    • #40
                      Ok, good, this is how to find the correct textures.

                      Open your files under the parts folder. Here we have two files the hull and the details (you may have to convert them to a readable format with the Bod compiler of X3Editor2). You will find lines at the top of the file, here the lines are :

                      Code:
                      /# Exported with dbox2 1.10 from dreadnaught_II_x_02.max at 4.9.2011 9:30:39
                      
                      MATERIAL6: 0; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_light_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds; 
                      MATERIAL6: 1; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_dark_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds; 
                      MATERIAL6: 2; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_alu_00_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_alu_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_alu_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds; 
                      MATERIAL6: 3; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_struct_00_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_struct_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_struct_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds; 
                      MATERIAL6: 4; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_details_00_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_details_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_details_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_details_00_light.dds; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds; 
                      MATERIAL6: 5; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_panels_00_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_panels_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_panels_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_panels_00_light.dds; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds; 
                      
                      
                      // beginning of bodies (1)
                      // beginning of body 1
                      229613;
                      You will have to search for the .dds that are mentionned in them and that are in our dds folder. Here the solution is :
                      textures\dds\cap_plating_00_light_diff.dds
                      \textures\dds\cap_plating_00_bump.dds
                      textures\dds\cap_plating_00_spec.dds
                      textures\dds\cap_alu_00_diff.dds
                      \textures\dds\cap_alu_00_bump.dds
                      \textures\dds\cap_alu_00_spec.dds
                      \textures\dds\cap_struct_00_diff.dds
                      textures\dds\cap_struct_00_bump.dds
                      textures\dds\cap_struct_00_spec.dds
                      textures\dds\cap_details_00_diff.dds
                      textures\dds\cap_details_00_bump.dds
                      textures\dds\cap_details_00_spec.dds
                      textures\dds\cap_details_00_light.dds
                      \textures\dds\cap_panels_00_diff.dds
                      \textures\dds\cap_panels_00_bump.dds
                      \textures\dds\cap_panels_00_spec.dds
                      \textures\dds\cap_panels_00_light.dds;
                      And this what it gives us :

                      I'm uploading the new xsp ship.

                      http://www.mundusbellicus.fr/Telecha...attempt_V1.xsp
                      Dernière modification par Stilgar, 05-09-2012, 14h38.

                      Commentaire


                      • #41
                        Ahh!!! That's awesome! I understand your instructions and what you are saying. I see all the texture and effects files that were missing are now contained in the .xsp and I understand how to locate and include them, so that I can now begin the HUGE task of isolating and altering each ship for the mod.

                        The only question I might still have is whether you have to include the files in a very specific order, or special way... or is it instead that as long as all the referenced files are contained in the .xsp, then it will be ok? If there is no specific order or way of including them, then I can get started making the files.

                        Commentaire


                        • #42
                          I don't think there is a specific order.

                          Commentaire


                          • #43
                            I don't think so either... that is great news!

                            Commentaire


                            • #44
                              Also one thing, don't forget to convert bod files to .bob.

                              I've understood what was my problem with my map not recognized in cat by the editor so I'm continuing modding on my own.

                              Commentaire

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