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Orange-Green specularity?
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Posts: 3,456
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Joined: Jul 2011
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#12
RE: Orange-Green specularity?

(09-24-2012, 08:52 PM)crisosphinx Wrote: Hirnwirbel and I found that if you didn't link the model to the the texture in the modeling program, when exporting as a .dae, the model would not recognize any other file attached to it. Thus, if you want a diffuse, spec and normal, load it up in Maya/ Max/ Blender then export.

This is how we found it: models, not only from Hirnwirbel, but the community, too, were not showing up in the HPL2 Engine's Model Editor. If you attached a .mat to it, it would show sometimes. If you place your model + textures in the same folder in the entities folder, it still would not recognize them. Until she linked the textures to the model in Maya, the model showed up invisible.

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Now, it may not be the same for everyone, but that was a problem we happened to figure out. If I'm wrong, please let me know (I've been trying to find solutions for huge problems in the community, thus far, I think I'm doing a decent job). :]

As Obliviator27 said, only the diffuse texture is required when exporting to DAE. If you add specular maps, normal maps, etc, to the mesh in the 3D modeling program, that is irrelevant to the HPL2 engine. So long as you have the diffuse map as the primary texture for your mesh, mapped by UV, then you're good to continue. I would even go as far as to say that the extension of the texture and even the very existence of the file on the file system is irrelevant to the HPL2 engine. In the end, the game uses the name of the diffuse texture referenced in the DAE file to search out for a MAT file with the same name. In that MAT file you could have an entirely different diffuse texture than the one you referenced in the 3D modeling program.

The game relies heavily on the resources.cfg file when searching for game resources, like textures and MAT files. Normally, the HPL2 suite tools have no issues loading textures if the mesh and the textures are contained all in the same folder, and in the case of the level editor loaded during the active session. The game also loads the custom story's resources when loading the custom story. If your mesh ever has issues displaying textures in one of the HPL2 programs (including the game), chances are you did something wrong (e.g. not using UV coordinates for the primary, diffuse texture). If you believe you fixed the issue, but the HPL2 tools are still showing something wrong, then try deleting MSH files and restarting the tool. The editors tend to cache the things you load in memory without checking for differences.

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09-24-2012, 09:52 PM
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Messages In This Thread
Orange-Green specularity? - by WALP - 09-23-2012, 12:54 PM
RE: Orange-Green specularity? - by WALP - 09-23-2012, 05:25 PM
RE: Orange-Green specularity? - by crisosphinx - 09-24-2012, 05:59 PM
RE: Orange-Green specularity? - by Your Computer - 09-24-2012, 08:06 PM
RE: Orange-Green specularity? - by crisosphinx - 09-24-2012, 08:52 PM
RE: Orange-Green specularity? - by Obliviator27 - 09-24-2012, 08:59 PM
RE: Orange-Green specularity? - by crisosphinx - 09-24-2012, 09:44 PM
RE: Orange-Green specularity? - by Obliviator27 - 09-24-2012, 09:48 PM
RE: Orange-Green specularity? - by Your Computer - 09-24-2012, 09:52 PM
RE: Orange-Green specularity? - by Statyk - 09-24-2012, 09:14 PM
RE: Orange-Green specularity? - by Acies - 09-24-2012, 09:59 PM
RE: Orange-Green specularity? - by crisosphinx - 09-24-2012, 10:12 PM



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