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Post by Rusty Shackleford on Jun 8, 2015 19:10:55 GMT -6
So on my 379, I have the dashboard animations working, and the wheel is animated (its the stock one). I wanted to switch the wheel but keep the animations on the dashboard, can I make the wheel see thru through the mat files or alpha or something? I've been messing around with it but no luck so far, I took the anim lines out of the interior definition but it's still there
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Post by Colonel on Jun 8, 2015 20:21:28 GMT -6
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Post by Rusty Shackleford on Jun 9, 2015 0:25:51 GMT -6
That's who I sent my PM too
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 9, 2015 11:16:52 GMT -6
if you havent figured it out, dont forget about meeeeee. ive done it
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Post by -=Bora=- on Jun 9, 2015 11:45:18 GMT -6
That's who I sent my PM too Basically it's the same deal as removing the other animated parts, you need to dig up the mat files for the steering Wheel, change the shader and make a dds file with the proper Alpha channel, take a look at Ivan's original 379 interior. That's how I've done it on my trucks
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Post by Rusty Shackleford on Jun 9, 2015 13:53:09 GMT -6
That's who I sent my PM too Basically it's the same deal as removing the other animated parts, you need to dig up the mat files for the steering Wheel, change the shader and make a dds file with the proper Alpha channel, take a look at Ivan's original 379 interior. That's how I've done it on my trucks Ok, so I was close, I tried changing the shader line in the 2 mat files for the steering wheel, but I think I put in the wrong lines because it wouldn't load. if you havent figured it out, dont forget about meeeeee. ive done it Was your method the same or different? If so, how?
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Post by -=Bora=- on Jun 9, 2015 14:37:30 GMT -6
Remember when you edit a shaderline it imight affect the number of texture layers too, .env shaders need a reflection layer = 2 texture layers in the mat file. Non .env shaders only need 1 texture layer, if you got a mismatch between shader and texturelayers you get a crash with no errors in the Prism log
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Post by Colonel on Jun 9, 2015 14:51:49 GMT -6
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Post by Rusty Shackleford on Jun 9, 2015 16:25:49 GMT -6
Remember when you edit a shaderline it imight affect the number of texture layers too, .env shaders need a reflection layer = 2 texture layers in the mat file. Non .env shaders only need 1 texture layer, if you got a mismatch between shader and texturelayers you get a crash with no errors in the Prism log Ok, I read that thread that Colonel sent. I figured I needed to go with example 5, because the steering wheel mats have textures that are non reflective (one texture layer in both mat files). I copied the wos.dif.a.asmooth.fx line and switched it on both of the mat files. I made the alpha on the textures that the tobj in the mat files pointed to black since black is supposed to be 100% see thru. Then I went into the interior sii and deleted the wheel anim lines, and the wheel.pma file (even though the game wont look for it since the line isnt there to tell it) The only thing I'm confused is that it said in that mat thread to do the hex reflective glass fix in order for example 5 and 6 to work. Which file do I do that to? If it's the hood, that's what I used the hex fix with and the steering wheel is still there ideas/?
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Post by James60470 on Jun 9, 2015 20:54:24 GMT -6
Not to sound like an ass, did you delete the wheel out of the pmg?
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Post by ★Asphalt-Cowboy★ on Jun 9, 2015 21:06:34 GMT -6
he can't edit the anim.pmg, or else the animations will stop working all together.
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Post by James60470 on Jun 9, 2015 21:29:41 GMT -6
one of the Interior PMG's or whatever had a wheel in it if I remember right.
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Post by Colonel on Jun 9, 2015 22:33:21 GMT -6
What?
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Post by Rusty Shackleford on Jun 9, 2015 22:46:32 GMT -6
Can't edit the anim.pmg or else i lose all the animations, and i dont think so?
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RBR-DUK
Frequent Flyer
You ever seen a duck that couldn’t swim? Quack, quack!
Posts: 685
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Post by RBR-DUK on Jun 15, 2015 13:44:24 GMT -6
That`s correct, but what about original texture/image? Change it to black also and use "wos.dif_spec.add.env.a.decal.over.fx" shader. Why You did that? You need this wheel anim in game.
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Post by Rusty Shackleford on Jun 15, 2015 14:20:07 GMT -6
That`s correct, but what about original texture/image? Change it to black also and use "wos.dif_spec.add.env.a.decal.over.fx" shader. Why You did that? You need this wheel anim in game. which original are you referring to? I thought Ivans interior wheel uses the mat file(s) in the automat folder, which point to the wheel_leather.dds and wheel_leather2.dd. I made the alpha in those files black. The materials are automat/px/terbi2.mat which has material : "wos.dif.a.asmooth.fx" { texture[0] : "/vehicle/interior/05379fltp/wheel_leather.tobj" ambient : { 1 , 1 , 1 } diffuse : { 1 , 1 , 1 } specular : { 0.09918 , 0.09918 , 0.09918 } shininess : 55 tint : { 1 , 1 , 1 } } and automat/px/terbi3.mat which has material : "wos.dif.a.asmooth.fx" { texture[0] : "/vehicle/interior/05379fltp/wheel_leather2.tobj" ambient : { 1 , 1 , 1 } diffuse : { 1 , 1 , 1 } specular : { 0.099 , 0.099 , 0.099 } shininess : 55 tint : { 1 , 1 , 1 } } I tried using the line you gave me but that game crashed w/o error so I assume it's because it has .env in the line and i think that means 2 textures, and those mat files have 1 texture which is why i used wos.dif.a.asmooth.fx . I also but the anim line back in the interior.sii and restored the wheel.pma and nothing. This isn't supposed to be this hard
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RBR-DUK
Frequent Flyer
You ever seen a duck that couldn’t swim? Quack, quack!
Posts: 685
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Post by RBR-DUK on Jun 16, 2015 13:28:52 GMT -6
Because it is simple. Show me dds. Image and alpha should be black. Both. Mats are ok. Just set all values to 1.1.1 and add texture 1, but it also should work with wos.dif.a.asmooth.fx shader. material : "wos.dif_spec.add.env.a.decal.over.fx" { texture[0] : "/vehicle/interior/05379fltp/wheel_leather.tobj" texture[1] : "/material/environment/vehicle_reflection.tobj" ambient : { 1 , 1 , 1 } diffuse : { 1 , 1 , 1 } specular : { 1 , 1 , 1 } tint : { 1 , 1 , 1 } shininess: 95 material : "wos.dif_spec.add.env.a.decal.over.fx" { texture[0] : "/vehicle/interior/05379fltp/wheel_leather2.tobj" texture[1] : "/material/environment/vehicle_reflection.tobj" ambient : { 1 , 1 , 1 } diffuse : { 1 , 1 , 1 } specular : { 1 , 1 , 1 } shininess : 95 tint : { 1 , 1 , 1 }
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Post by Rusty Shackleford on Jun 16, 2015 22:08:49 GMT -6
Because it is simple. Show me dds. Image and alpha should be black. Both. Mats are ok. Just set all values to 1.1.1 and add texture 1, but it also should work with wos.dif.a.asmooth.fx shader. material : "wos.dif_spec.add.env.a.decal.over.fx" { texture[0] : "/vehicle/interior/05379fltp/wheel_leather.tobj" texture[1] : "/material/environment/vehicle_reflection.tobj" ambient : { 1 , 1 , 1 } diffuse : { 1 , 1 , 1 } specular : { 1 , 1 , 1 } tint : { 1 , 1 , 1 } shininess: 95 material : "wos.dif_spec.add.env.a.decal.over.fx" { texture[0] : "/vehicle/interior/05379fltp/wheel_leather2.tobj" texture[1] : "/material/environment/vehicle_reflection.tobj" ambient : { 1 , 1 , 1 } diffuse : { 1 , 1 , 1 } specular : { 1 , 1 , 1 } shininess : 95 tint : { 1 , 1 , 1 } So I tried those shader lines ^^ and I added texture1, saved and everything, opened up the tga and made the alpha black, saved and when I opened up the tga again, the texture and alpha were black for both wheel_leather, and wheel_leather2 was the same. Went in game and the wheel was just black and shiny. Then I retried the wos.dif.a.asmooth.fx line, took out texture1, and kept the tga black for both alpha/texture, the wheel is just black, but not see thru? So with the wos.dif.a.asmooth.fx its black, and with the wos.dif_spec.add.env.a.decal.over.fx its black and shiny, both trials had the same black alpha and texture. Only thing I'm worried about is, it said to do the reflective glass trick in hex on tries 5 and 6 - twww.truckmodshop.proboards.com/post/107909What file do I edit? Because i already have the hood.pmg glass and truck.pmg glass all reflective. The interior.pmg has no glass to make reflective. Could the reflective fix in hex be the problem? Because ik theres 2 different hex strings that can make glass reflective? I always use 00 FF FF FF 00 FF FF FF to FF FF FF FF FF FF FF FF
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