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icon1.gif  MaxTextureLayers [message #52253] Mon, 22 June 2009 12:02 Go to previous message
JohnDoe is currently offline  JohnDoe
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Registered: October 2007

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*** Moderator's Note ***
This is for intermediate modding reference and is not recommended for new modders.
Any broad/vague/stupid questions will get deleted on sight. - JohnDoe


This is in regards to the MaxTextureLayers value in the Materials tab of the mesh entries in the graphics.big. I've figured this damned thing out finally.

It is bitwise, 1|2|4|8|n (like the body slots bit in the CAppearanceModifierDef), each with a specific meaning. Adding them gives the desired result.

1 - Standard.
2 - Bump map.
4 - Spec map.
8 - Alpha map.

So, this means:

1 - Standard (all will have this one).
3 - Standard + Bump map.
5 - Standard + Spec map.
7 - Standard + Bump map + Spec map.
9 - Standard + Alpha map.

Examples:
1 - MESH_BEGGAR_HAT_01
3 - MESH_THUNDER_SHIELD
5 - MESH_SISTERS_ARTEFACT
7 - MESH_TROPHY_PUNCH_CLUB_01
9 - MESH_GHOST_SWORD_01

This leads me to believe that:
11 - Standard + Bump map + Alpha map
13 - Standard + Spec map + Alpha map
15 - Standard + Bump map + Spec map + Alpha map

Let me clear up what the rest of this stuff means.

Material Name - - - - - [Name of the submesh]
Material ID - - - - - - [Numeric ID of the submesh]
Base Texture ID - - - - [textures.big numeric ID for base texture]
Bump Map ID - - - - - - [textures.big numeric ID for bump texture; 0 = none]
Specular Map ID - - - - [textures.big numeric ID for reflective texture; 0 = none]
Max Texture Layers- - - [Bitwise code explained above]
Material Alpha Enabled- [Boolean; 0 = Solid, 1 = Transparent/Translucent texture is used]
Glow Strength - - - - - [Self-illumination; 0 = none]
Unknown1- - - - - - - - [textures.big numeric ID for alpha mask texture; 0 = none]
Cloth Enable- - - - - - [Boolean; 0 = Non-dynamic mesh, 1 = dynamic mesh is used]
Unknown3- - - - - - - - [Unknown boolean; something to do with dynamic interactions]
Unknown4- - - - - - - - [Boolean; 0 = Standard, 1 = DegenerateTriangle]


Stuff that still needs explaining:

Custom bump maps.

Specular maps are what the mesh will reflect in-game. Most use black with a few white lines, and in-game it just shows those white lines. There are others though, like the fresco dome crystal, that has a panoramic shot of the fresco dome, so it reflects that.

Material Alpha Enabled - Simple stuff. If the submesh is using any level of transparency (alpha), this value needs to be set to 1 or it will not read the alpha channel. Also note that the texture itself needs to be DXT3/Alpha:1 or it won't work anyway.

Glow Strength - The bigger the number, the brighter it gets.

Unknown1/Alpha mask/map - This acts as a mask layer over the base texture, setting alpha levels. Look at the ghost sword for an example.

Cloth Enable/Unknown3/Unknown4 - Anything you import into the graphics.big is going to have all of these set to 0. Period.

[Updated on: Mon, 22 June 2009 23:05]

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