Need help applying gloss to a model

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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LitFam
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Need help applying gloss to a model

Post by LitFam »

I am reading this tut and I can't figure out this part: "In order to apply gloss to a surface you have to hex edit the 5th place flag of the material to either "80 or "A0", I don't know if there is any difference between these two." - This is under the gloss part. If anyone could explain this with pictures I would be grateful!

tut link: http://www.gametoast.com/viewtopic.php?p=466539#p466539
Last edited by LitFam on Tue Jan 16, 2018 5:20 pm, edited 1 time in total.
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Anakin
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Re: Need help applying gloss to a model

Post by Anakin »

DarthD.U.C.K. is a Kind of GT god (when I come to GT he was the one and only GT VIP and it's a pity his old rank picture is lost). If he says he does not know if there is a difference I don't think there is anybody else how can tell you exactly if there is.
Maybe ande, he worked a lot with the mesh files when he made his zetools.
LitFam
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Re: Need help applying gloss to a model

Post by LitFam »

I think he means he doesn’t know difference between the two values 80 or A0 only.
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AceMastermind
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Re: Need help applying gloss to a model

Post by AceMastermind »

I don't know what anakin is going on about but this info is documented and here is the difference:
80 = Specular
A0 = Per-Pixel Lighting + Specular

and there are 96 different combinations of specular, not just those 2.
You should try different ones until you are satisfied with the result. :)
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Re: Need help applying gloss to a model

Post by AQT »

And to apply it, look here: http://www.gametoast.com/viewtopic.php?p=279620#p279620

See the 04 in yellow? Just use 80 or A0 instead. That's the position it needs to go in. If you still need actual screenshots, just say so.

EDIT
Here are screenshots anyway. First up, this is from the stock Rebel Vanguard model:
Hidden/Spoiler:
Image
See the highlighted 80? That's where it's supposed to go. It's in the 5th place after B. A0 can be used in place of 80 as well, as mentioned previously.

And finally, this is from the stock Dark Trooper model:
Hidden/Spoiler:
Image
It uses 04 in the 6th place after B. It does the same thing as 80 in the 5th place.

Remember, this only enables specular (or "gloss"). You will still need to create a proper specular map texture that goes in the alpha layer of your .tga file, just like how the stock Rebel Vanguard and Dark Trooper have one. Also, if you get no shine, using the specular decay/color values from a model that does will do the trick: http://www.gametoast.com/viewtopic.php?p=393519#p393519
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Anakin
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Re: Need help applying gloss to a model

Post by Anakin »

AceMastermind wrote:I don't know what anakin is going on about but this info is documented and here is the difference:
80 = Specular
A0 = Per-Pixel Lighting + Specular

and there are 96 different combinations of specular, not just those 2.
You should try different ones until you are satisfied with the result. :)
Woops, my fault. i didn't know that this is known.
Hidden/Spoiler:
Image
@AQT: i think LitFam was interessted in pictures of the results from those two values... :bowdown:
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Re: Need help applying gloss to a model

Post by AQT »

Anakin wrote:i think LitFam was interessted in pictures of the results from those two values... :bowdown:
Topic Title wrote:Need help applying gloss to a model
If that were the case, then he would just test the differences himself since it's just a simple change. But he's really asking for assistance on how to even make the change with a hex editor.
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