Started by cogeo, April 11, 2009, 02:54:33 PM
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Quote from: Jonathan on April 14, 2009, 01:55:01 AMThere's a mirror setting on S3D files?So that's how you did it
Quote from: from me in the NAM boardOn the rail under maxis hwy the alpha has the gradient displayed properly but on other models (such as el-rail and monorail over rail) it doesn't even though all settings in the reader's UI are identical, I now found the byte(?) that change to get the gradient so you have edit the file manually using hex.Top(monorail) is before, bottom(el-rail) is after.Right Click S3D file, Hex editor(decoded file)Scroll down to the MATS section (says MATS on the Acsii column)Then find the texture needed to be changed, in this case "STR Orth"Then go back up along the hex till you get to"FF 7F" then change the 7F to 00 (The FF didn't seem to have any effect, but in the highway over STR model both FF and 7F were 00s, so the affect of FF needs to be tested further)Maybe there is some option in there to make the brightening not occur?Jonathan
Quote from: cogeo on April 16, 2009, 02:55:07 PMReplies to your posts:@jeronij: Thanks for the nice comments! One question, are these files normal BAT models, ie w/ 20 Z/R views, or with just 1, using the kSC4BuildingModelRotationProperty? (this makes much more sense to me, as these are just flat shapes). This would be quite easy to change, ie the DepthFunc value could be parametric. The transparency tool should be changed too, to allow setting transparency for 1-Z/R models as well.
Quote from: cogeo on April 16, 2009, 03:38:57 PMUsing 1-Z/R models can actually be advantageous, because you get rid of BAT and all the distortions it causes (namely the blurring and the "jaggies"). Take a look at network piece in the game, you can see how much better the textures look (against models), despite still being low-res. Ie resolution is not an issue for these, and the model actually uses far fewer resources. They are displayed through such flat models. You can find such models in NAM's ped-mall tiles, they are 16x16 models containing just four vertices. These are quite easy to be enlarged, and use larger textures (or maybe tiled textures). As for the farther zoom levels, I think there would be no problem, but there is still one Resource Key Type X property, specifying a separate model for each zoom level.What changes dramatically is the development procedure, ie this is not modelling, but actually just texturing - and you can immediately see the effects of this texturing in your models, not wonder and pray about what BAT will finally export.
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