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Maxoff
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Post subject: Vehicle reflections Reply with quote

If somebody has written it before, then sorry for this Wink

In MM2 there is thing called "vehicle reflection". You can turn it on/off in options but it's quite difficult to control it on car level. I didn't see any additional car using this feature.

When you look closer to standard cars, you will find that LTV and Double-Decker don't have reflections so it's possible to turn it on/off on car level.
More, it's possible to turn it on/of on "shaders" level, so you can regulate reflection on materials level. In PKG shaders there is field "emissive" which controls it.

Unfortunatelny during export, ZModeler PKG exporter always sets the same value (0,0,0,63), which enabled reflection for every texture. You cannot control this value from ZModeler (or just I don't know how to do it Wink ). This is one of reasons why I added Shaders Editor to MM2CT.
In that editor you can control shaders parameters including emissive:

Click to enlarge

To run editor, run MM2CT Arrow Tools -> PKG Browser Arrow select .PKG file you want to edit Arrow click Shaders Editor

This is small example of what it can do:

Click to enlarge

1 - standard reflections
2 - no "grid" reflection
3 - no windshields reflections
4 - no reflections

Thank's all, I hope that it will be useful for somebody Smile We use/need it in Classic Madness cars (for example for convertibles).
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Post 16 Sep 2005 10:57 am
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john20bp
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Yeah thats great!
So is CM!!!
Post 16 Sep 2005 02:42 pm
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duisburg4ever
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Another great programm from you

thx
this will help very much Smile
Post 18 Sep 2005 10:18 am
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FelipeVinhao
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Post subject: Reply with quote

Maxoff wrote:
When you look closer to standard cars, you will find that LTV and Double-Decker don't have reflections so it's possible to turn it on/off on car level.

I noticed sth was strange with both. Neutral Thanx for correct'em! Wink
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Post 19 Sep 2005 12:06 pm
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Audiogod
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Okay, so with this can you selectively turn off reflections on individual textures/shaders?

For instance, if you had all the bits on a car you did not want to have reflections mapped to one particular texture sheet, could you use this program to leave reflections intact on the other bits, but turn that specific one off?

If so, you're my frickin' hero, and I might just have to dig up the model I had wanted to finish and release but wouldn't because I was unable to do this before. My anal-retentive/obsessive compulsive nature prevents me from releasing a sub-standard product.

Mr. Green
Post 21 Sep 2005 11:47 pm
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Maxoff
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If you don't want reflection for particular textures you just need to find that entry on shaders list and set emissive to 0.
For example: if you don't want reflection for texture mycar_noreflection.tga (.jpg/.tex), you have to find mycar_noreflection on the list.

Of course, if you have 10 paintjobs that texture will be on list 10 times.
This is the reason why I added Set emissive to... button. You can click it, type texture name (mycar_noreflection) and value (0), then program will set that value for all shaders on list which match name you typed.

PS. You should use MM2CT 0.18 or newer.
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Post 22 Sep 2005 09:03 am
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Audiogod
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You sir are awesome. This is very much appreciated.

On a side note, I see there's an alpha adjustment. Could this have any effect on adjusting how MM2 translates image alphas? Specifically, brake light alphas. I'm so out of the loop at this point, the problem may have been solved long ago, but I was never able to get custom brake light textures to work.
Post 22 Sep 2005 07:35 pm
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Maxoff
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I'm not sure if I understand your problem, but you can use alpha parameter of color or just alpha channel of TGA to regulate transparency.
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Post 22 Sep 2005 07:44 pm
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spud
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Post subject: Reply with quote

Audiogod wrote:
...but I was never able to get custom brake light textures to work.


you might want to look at some of the cars ive made, some use custom brake light textures and although theyre not the greatest in the world maybe it'll help...btw you might remember me from dimension3 years ago when i made a couple of cars for mm1 Razz
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Post 22 Sep 2005 08:00 pm
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Audiogod
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Thank you spud, I'll probably end up PM'ing you later once I get the project back up and running. Currently I'm trying to recover from a boot sector failure on my backup drive, where I stored a load of installer data.

Thankfully said project was not on there, or I would be balled up on the floor right now crying like a school girl.
Post 22 Sep 2005 09:14 pm
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Maxoff
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I've changed standard PKG exporter for ZModeler. Now it supports emissive parameter. You can download it here. It was designed for ZModeler 1.07b.



To turn off reflection for texture, you just need to set Type to Unused. That's all.

Of course if you want use different parameter to control emissive, just say Smile
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Post 27 Sep 2005 01:54 pm
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BoosterMM
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I read a post in a forum I found through google with a discussion about mm1 or mm2 being better, somebody told mm1 was better because you could control reflections. Well, what's better now? Twisted Evil

As always great work Maxoff!! Very Happy
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Post 27 Sep 2005 02:05 pm
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Rippance
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Post subject: Reply with quote

Wow. That's incredible work. I remember people spending ages on making unbreakable breakables for their lack of reflections.

How on earth did you notice this parameter in MM2 and ZModeler setting a default value to it? Great work Thumbs Up
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Post 28 Sep 2005 05:41 pm
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Maxoff
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If you want to know, first I found emissive in PKG specification when I was working on MM2CT, but there wasn't any explanation what it did. Next I realized that it has always the same value in custom cars. After that I checked ZModeler exporter and found that it always sets the same value 0.5f (in bytes 0,0,0,63). Finally I checked DoubleDecker and LTV (cars which don't have reflections).

Modyfing pkg exporter was quite easy (I spent much more time trying to compile it in VS.NET), I've added only two lines. I've changes:
Code:
Material.power = 0.5f;

to:
Code:
if (d3d->Materials.Materials[pCurMat->value].MatParams.AlphaTreat==0)
  Material.power = 0.0f;
else
  Material.power = 0.5f;


That's all Smile
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Post 28 Sep 2005 07:48 pm
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Post subject: Reply with quote

Great Job! You are an MM2 Legend Mr. Green
Post 28 Sep 2005 09:29 pm
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