Help on this vest..

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Help on this vest..

Postby Black Ice » 05-03-2007 05:41 PM

Is the section (overlayed in yellow) a part of the model? I've looked at the vest from various angles, and it appears to be skinned on; it's very flat.

I've checked the alpha and created my own but to no avail. Am I stuck with the vest as it is, or is there something plastered onto the vest - maybe a bump map - that's doing this?
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Postby Xx_jet_xX » 05-03-2007 08:23 PM

If this is JO/DFX the bump map is a .MDT file thats listed right under the skin in a hex editor. It will be the same as the skin just in a height map form like a terrain. some of those you can just change the file extension to .tga then open it with photoshop and darken or lighten the area where that is on the map to adjust its height. others are .dds files, and some i think are compressed .dds. just change the extension and play with them until you find the correct extension.
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Postby Black Ice » 05-03-2007 09:10 PM

awesome!! thanks for the help. :D
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Postby Xx_jet_xX » 05-03-2007 10:09 PM

No problem, some companies like to hide things like this, and instead of making a whole new format, its easier and cheaper to set up the program to open a new format extension as something else such as a common picture format.

It does help to attempt stuff like this. I was looking at collecting character skins from JO and kept seeing .mdt since i was collecting skins i thought this must be one, regular photo programs wouldnt open it because that extension wasnt supported so for fun and games i changed it to .tga and well it opened. the next one i looked at didnt and since i wasnt changing the skins i didnt bother exploring what it may be.

I figure they are either a .tga, .pcx, .dds, or a compressed .tga or .dds. since those are the formats the game recognizes.

This also makes one wonder if a .bad file is actualy some animation file type that max could export.
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Postby Ziprock » 05-04-2007 05:23 AM

You could always test that jet :D bet theres lots of animation types out there :cool:

I saw that and i thought, oh thats a bump map. But i was beaten to the reply
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Postby Black Ice » 05-04-2007 05:36 PM

man, it's really hard to make a good vest. i can smudge the colors but they're too dark and stuff. it's what really makes your model 3D.. that's why the JO textures look so much sharper than the BHD ones, is this .MDT file.
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Postby Xx_jet_xX » 05-05-2007 12:18 AM

I found it explains them in the super OED manual last night. lol funny i had the manual and didnt see that when i looked at the .mdt files.

there on quite a few other models as well. its good to know how to add detail and keep vertices down.
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Postby Xx_jet_xX » 05-05-2007 03:34 AM

i could test my thoughts on the animation zip, but i realy dont have the time to do so. it is something that has peaked my curiosity but as of now i am not in need of new.

anyone care to try making a new .bad file by changing the extension?
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Postby Black Ice » 05-05-2007 05:03 PM

on the topic of MDT - i think these are supposed to be made with screenshots of modeling programs. i really don't see how you can really paint, draw, or even clone stamp these properly in Photoshop.

does anyone have any tips or experience with making their own MDTs?
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Postby Xx_jet_xX » 05-05-2007 11:48 PM

Bull can explain how to do it and what program to use. well anyone who makes terrains will know. a .mdt is the same as a terrains heightmap.
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Postby PyscoFalc » 05-06-2007 04:19 AM

in the filters section there is a section called Nivdiatools>then go to normal map Filter

that's how i think u do it

a extract from the Super OED Manuel

1.4.1 – Creating Local Space MDTs
To create a local space MDT, begin by creating a new image in Photoshop®. In the alpha channel of the base texture, use various degrees of grey to create a bump effect. Remember that, when creating this effect, white represents the highest the bump can reach and black is the lowest. Once you have done this, flatten any layers you have.

In the Channels tab, make sure that the Alpha 1 layer is visible and selected, then hold Shift and left-click the RGB layer. This should highlight all layers and display a red image (as in this image.)

Now select NormalMapFilter from the NVtools list in the Filter menu. You can adjust the scale value to create a shallower or deeper effect. Click OK when you are done.



I think that's what you after hope that helps black!:D
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Postby Black Ice » 05-06-2007 12:19 PM

yeah man :D i had read a terrain tut a year or so ago and after discovering this works similarly, i was able to make one.

but.. the quality isn't really working out, that's the problem.

here's an example of what mine looks like after 3 or 4 attempts. at first i went for detail to match my texture, and now i'm just trying to make one that doesn't reflect the light to an extremely dark shade of gray in-game..

learning how to properly work one of these things means some KILLER skins, that's the incentive to learning how to work it. but i have to go study for exams again.. i'll get to this later.

P.S. - this is just a work in progress (obviously) to test the reflective qualities of the vest without the straps on the back of it.
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Postby PyscoFalc » 05-06-2007 02:45 PM

Looks funky

GL on the exams and the vest m8!:)
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