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Reflections


ofset

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hi, n00b here. cool forum. ive learned a lot from reading, and am ready to mod......

Is there anyway to adjust the reflectiveness and/or gloss to the weapons?

Basically, I want to create a chrome/gold Scar-L. Creating the right colors will be pretty simple. I just don't know much about where object proporties (reflections/gloss/transparancies) can be located in an xml file.

So can anyone help me locate where to change the reflections on the weapons. Im assuming its in one of the xml files.

(Also, i noticed that the glass eye-piece on the sniper scope has a good reflection on it. Maybe that can lead someone in the right direction as on how to find it?)

:rocky:

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it may be like Kotor and Kotor 2, it may use additives to create a shiny/reflective look.... just a guess though, I thought i saw the word additive in an .xml somewhere, not sure if it was relating to textures or not, I wasn't paying attention at the time, I was looking for something else...

you could try removing the texture to see if it leaves a chrome finish in game or try editing the texture using a metallic filter or something and see what you get...

Edit: I just tried removing the texture and it turned my gun blue and yellow in game... so that idea is out...

Edit x2: here is a screen cap of my platinum beretta:

inventory screen:

http://img204.imageshack.us/img204/9432/pl...mberetta7zt.jpg

in-game, in the shadows:

http://img213.imageshack.us/img213/1894/pb...adshadow5ik.jpg

http://img213.imageshack.us/img213/1144/pb...edshadow3zx.jpg

http://img213.imageshack.us/img213/6783/pb...edshadow9up.jpg

in-game, in the sun-light:

http://img213.imageshack.us/img213/3484/pb...sunlight3pt.jpg

http://img213.imageshack.us/img213/2798/pb...sunlight5tj.jpg

the one's in the sun-light will burn your retnas, lol...

so basically, I used a metallic filter to get this, but something obviously needs done with the way it looks in the sun-light to tone it down a bit...

any ideas?

Edited by The Ossus Keeper
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Specularity, ie how shiny a material is seems to be set by the diffuse texture's alpha layer. I'm currently sitting here doing some tests on the different texture layers (4 all up for each model asfar as I can tell) and that's the change you are after.

To make a model as shiny as possible just fill the diffuse textures alpha channel with a full white colour. Ofcource there might be some .xml settings that determine exactly how much effect this will give.

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you could probably do that, but I don't think you'll need to make it more shiny, but rather tone it down as in my screen shots above shows that it makes it shiny by itself... it may be do to the metallic filter or the specular lighting of the game

do you know where the Spec. lighting is found for adjusting?

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Well, I might be way off here but this is what I'm seeing at the moment.

diffuse.jpg

Diffuse textures standard layer changed to all white, predictable result.

diffuse-alpha.jpg

Diffuse textures alpha layer changed to all white, extremely high gloss.

I'm also starting to get a hint at the diffuse alpha layer might be used for bump aswell as blanking out things there will remove any subtle bump's like markings and such.

Edit: screwed up the link for the second pic

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Both looked like there were "supposed" to ingame for me. The first one plain white but not all to shiny and the second one had the normal tan colour but was very reflective/shiny as light hit it.

And a change to my earlier statement, the diffusemaps alpha layer has nothing to do with bump whatso ever....seems it only handles specularity.

There doesn't seem to be any subtle bump for things like markings and text and the major "bumps" are totally handeled by the bump textures. From looking at them I'd suspect it's normal maps converted to greyscale, where the 2 layers (standard and alpha in photoshop) represents an interpolation of the standard normalmaps RGB values.

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wow thanks! u guys are awsome. this is definitely the direction i was looking for..

so changing the alpha layer to all white yields a much higher gloss. which is def what i was trying to get at. ill give it a try tomorrow.

remember sadaam's gold ak-47. blingtastic. kinda where i got the idea.

101001.jpg

Chrome isnt looking soo bad either.

Valmet_Model_72_Chrome_762_Russian1.jpg

@ The Ossus Keeper: did you apply a metallic filter through photshop? or was the metallic filter applied another way?

thanks!

Edited by ofset
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I got my platinum beretta by using the eye candy 4000 chrome plugin > platinum settings in Photoshop, then used the hue\sat\lighten options to adjust the glare\blinding effect while keeping the shiny\reflectiveness...

I like the gold ak above, I think I'm going to give it a try real quick to see what it looks like...

Edit: I applied it through photoshop...

Edit x2: I just tried the gold... looks good... applied it the same way...

Edited by The Ossus Keeper
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looks great man! correct me if im wrong, but this all you have to do to achieve the platinum look?

open Diffuse file> make Alpha channel WHITE> add Chrome filter using Eye Candy 4000> Adjust filterd layer to desired color (silver/gold) ?

does that sound about right?

thanks!

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the chrome filter is just what I used, you could probably just adjust the alfa channel to white, then adjust the rgb (colorize it) to the desired color to get the same affect or close to it, although I myself haven't tried it that way... Yet!

Edit: adjusting the alpha channel only adds to the shiny\reflectiveness... i.e. more white = more shiny, making the alpha all black will give it that dull non-reflective look...

if you want, just leave the alpha alone and use the hue\sat\light options and colorize the texture (rgb) to the color you want i.e. gold or whatever... for the chrome\platinum look do the same, just don't colorize it, lighten it up to the desired chrominess... then if you can't get the shiny you want just adjust the alpha...

Edited by The Ossus Keeper
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