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Field Researcher
Original Poster
#1 Old 7th Sep 2009 at 9:05 PM Last edited by nazariopilar : 9th Sep 2009 at 2:33 PM.
Default Help (solved)
I'm desperate, I assign the points, added alpha
vases arken the room and the mesh is well

you can be?
Screenshots
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Forum Resident
#2 Old 7th Sep 2009 at 11:40 PM
Make your object again using version 0.17 of the Object Tool.
Field Researcher
Original Poster
#3 Old 8th Sep 2009 at 6:22 AM
thank you very much
Field Researcher
Original Poster
#4 Old 8th Sep 2009 at 8:53 AM
If it was a thing of the tool obj
but .... those shiny?
Screenshots
Forum Resident
#5 Old 8th Sep 2009 at 11:06 AM
To adjust shine, find the .mtlsrc files that the Object Tool made. Edit the value of the line "Specular" in it.
Field Researcher
Original Poster
#6 Old 8th Sep 2009 at 12:50 PM
the new method to create meshes is very complicated, I do not understand well

single encounter mtlsrc files that originate at decompilar and recompilar,
There are several but not that more must be done, not as open and not
I find the Specular

I'm stupid stupid
Field Researcher
#7 Old 8th Sep 2009 at 12:55 PM
I’m with you on the confusion I read the tutorials but man is it confusing.
Forum Resident
#8 Old 8th Sep 2009 at 2:25 PM
This isn't in the tutorial

I can only tell what I experienced. When making my rose with the new ObjectTool, it became very shiny, like metal. I guess that may be because there is a glass vase involved and that's shiny.

Wes posted here that we could edit the .mtlsrc file, so I looked for the ones that belong to the rose's group (it had the "shader name: phong" in it, as opposed to the others that had "glasstranslucent" and "dropshadow" or something like that). Editing the "Shininess" value didn't do anything, so I edited the "Specular" value to 0.000000000000 and it worked!
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
#9 Old 8th Sep 2009 at 2:50 PM
Quote: Originally posted by nazariopilar
the new method to create meshes is very complicated, I do not understand well

single encounter mtlsrc files that originate at decompilar and recompilar,
There are several but not that more must be done, not as open and not
I find the Specular

I'm stupid stupid

The way I find which .mtlsrc files to edit is I decompile the 0x00000000 LOD file into its own folder and sort the folder by type (or size). There should be a couple of mtlsrc files with a size of 2kb.

I open those and look for the "Specular" line then adust the values (as lemoncandy suggested).


Hope that helps.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
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Field Researcher
Original Poster
#10 Old 8th Sep 2009 at 4:17 PM
And have localized

but with that program open?
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
#11 Old 8th Sep 2009 at 5:13 PM
Quote: Originally posted by nazariopilar
And have localized

but with that program open?

Any text editor. That screenshot is Notepad.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
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Alchemist
#12 Old 8th Sep 2009 at 5:25 PM
The most recent version of the decompiler is 0.17.
As far as finding what MTLSRC you want, open the file view wider so you can see the full file name... every one will have "blockXX" where XX are digits from 00 to 99 (and maybe higher on a few models).
If you use the "Info" button on the ObjTool, you will get a text dump that includes information like this:
Code:
Group 0: Faces = 2, Vertices = 4, Matl_block = 1
Group 1: Faces = 778, Vertices = 618, Matl_block = 6
MTST: tag 0xF5593578, block 13
block 14, tag 0xC3867C32
block 13, tag 0x2EA8FB98


For group 0 in that mesh, the file with "block01" will be the material, edit the MTLSRC for that block to get a new effect for that group.

For group 1, the material is an MTST, or multistate material. So it has two (or more) materials the game will switch between. In this case, the two that are pointed to are block14 and block13. Block13 will be the one that is used for the default, and for values like the UV Scales.

<* Wes *>

If you like to say what you think, be sure you know which to do first.
Field Researcher
Original Poster
#13 Old 8th Sep 2009 at 6:31 PM
thank you very much for your patience

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