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Material Id Issues

Started by Lowkee33, December 24, 2010, 09:13:00 AM

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Lowkee33

Once again, changing the TGIs and the Material Ids of models is giving me some trouble.  Same problem.

Apparently, when the Instance of a S3D/FSH is changed to a Maxis Instance, regardless of Group, the Material ID will use the group 1abe787d.

For now I am just going avoid the Maxis Ids, but could someone try to replicate this?  I am using Reader to change Instances, and Model Tweaker to change Material IDs (I have the same issue changing that Mats with Reader)

Whats the deal?  Why doesn't this happen to CC that always uses 0x3000 as an Instance?  What happens when my Bat4Max gets to a Maxis Instance? :) &mmm

Edit:  So far I have only seen this on the Zoom 4, and when the S3D uses multiple FSH.

RippleJet

Quote from: Lowkee33 on December 24, 2010, 09:13:00 AM
Apparently, when the Instance of a S3D/FSH is changed to a Maxis Instance, regardless of Group, the Material ID will use the group 1abe787d.

Yes, that's exactly what happens in the game.

Quote from: RippleJet on March 08, 2010, 02:40:15 PM
As we know, only the IID of the FSH files are saved in the MATS section of the S3D file.

In the game, SC4 is looking for S3D Materials (FSH files) having only either of two Group ID's:

   1. A material having a Group ID of 0x1ABE787D
   2. A material having the same Group ID as the S3D file


Quote from: Lowkee33 on December 24, 2010, 09:13:00 AM
For now I am just going avoid the Maxis Ids, but could someone try to replicate this?  I am using Reader to change Instances, and Model Tweaker to change Material IDs (I have the same issue changing that Mats with Reader)

Whats the deal?  Why doesn't this happen to CC that always uses 0x3000 as an Instance?  What happens when my Bat4Max gets to a Maxis Instance? :) &mmm

There are no ingame textures having those IIDs. ;)
Before Maxis made the modelnames.ms script which corrected this,
we had situations where the IID kept increasing with each render, finally giving us these kinds of texture conflicts:

Quote from: RippleJet on November 24, 2007, 05:10:55 PM
Superstar's Triangle Tower had another error, a texture conflict:



This required a renumbering of the ID's for 8 FSH textures (two zooms, four directions) that conflicted with in-game textures.

Lowkee33

QuoteBefore Maxis made the modelnames.ms script which corrected this,
we had situations where the IID kept increasing with each render, finally giving us these kinds of texture conflicts:

Ah, okay.  My Bat is going to do that... I just haven't got to the first problem Instance yet.  I thought the problem was with rendering textures from the Max file correctly.

Good to have this solved though, thanks.

I will just stick around 0x0003 for a release, and change Groups accordingly.