Render type not working?
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- Ginev
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Render type not working?
I hope this is the place to post this but its about the sky render type.
Just look the floor.
This guy here is playing a map which have floor objects that have the sky render type working.I followed ZeTools documentary.The render type is 9.I tryed it but its not working:
https://www.youtube.com/watch?v=kzqceTHGiHI
Just look the floor.How he make it to work?Am i missing something or this render type dont work proper for ZeTools?If someone know how to do it properly please help.
Just look the floor.
This guy here is playing a map which have floor objects that have the sky render type working.I followed ZeTools documentary.The render type is 9.I tryed it but its not working:
https://www.youtube.com/watch?v=kzqceTHGiHI
Just look the floor.How he make it to work?Am i missing something or this render type dont work proper for ZeTools?If someone know how to do it properly please help.
- AceMastermind
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Re: Render type not working?
It looks like Render Type 6 (Render Chrome) being how it is reflecting the environment like that.
EDIT
Yeah he says in the WIP thread that it is reflection mapped in his "UPDATE 2" images and description.
http://www.gametoast.com/viewtopic.php?f=29&t=25070
EDIT
Yeah he says in the WIP thread that it is reflection mapped in his "UPDATE 2" images and description.
http://www.gametoast.com/viewtopic.php?f=29&t=25070
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Re: Render type not working?
Thanks AceMastermind.I was thinking that this is probably the sky render type.When it comes to render types you always help.About the planar reflection before time that we speak i haven't find a way to make it work sadly.It seems Pandemic did not finished some render types.
Still i curious what exactly is doing the sky render type?Is it even working?Anyway if you have some cool unused from other people render types could you share them with me?Everything will be nice for me.This is mainly the ones im interesting:
9 ========== 09 = Render Sky
10 ========= 0a = Render Water
18 ========= 12 = Render Curved Reflection
26 ========= 1a = Render Afterburner
29 ========= 1d = Render Teleportal - No clue about this one at all.
30 ========= 1e = Render MultiState
31 ========= 1f = Render Shield
Still i curious what exactly is doing the sky render type?Is it even working?Anyway if you have some cool unused from other people render types could you share them with me?Everything will be nice for me.This is mainly the ones im interesting:
9 ========== 09 = Render Sky
10 ========= 0a = Render Water
18 ========= 12 = Render Curved Reflection
26 ========= 1a = Render Afterburner
29 ========= 1d = Render Teleportal - No clue about this one at all.
30 ========= 1e = Render MultiState
31 ========= 1f = Render Shield
- ANDEWEGET
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Re: Render type not working?
I was curious so I've run a quick analysis on all sides and worlds .msh files for both SWBFI and SWBFII with these results.
Most render types don't seem to be used at all. Doesn't mean they don't necessarily work though.
Most render types don't seem to be used at all. Doesn't mean they don't necessarily work though.
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Re: Render type not working?
I wonder what rendertype 11 (lightmap) is specifically supposed to do. When I imported hoth_bldg_hangar_entry.msh and tat3_bldg_rancor_pit.msh in XSI and inspected the materials, I didn't notice anything special other than the fact that their texture1 slot listed a detail texture. It is worth noting though that the objects the materials were applied to all had color vertex maps, but color vertex maps don't require rendertype 11 in order to be seen in-game or anything, so hmm.
- AceMastermind
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Re: Render type not working?
The misc_documentation.doc says this about Render type 11 which is Render Detail according to the original Pandemic Tools Edit Flags list:
That's a nice list of working examples you have there, thanks for doing that. I didn't know about the ones flagged for Afterburner or wireframe.
Hidden/Spoiler:
@ANDEWEGETDetail Mapped
Render Type: Render Detail
Data 0: detail tiling in the U direction
Data 1: detail tiling in the V direction
Texture 0: diffuse texture
Texture 1: detail map texture
Description:
Detail mapping an object will give the object the appearance of more texture resolution when close to the camera. It is useful for simulating finely, rough surface such as cement or rocks.
Comments:
The detail map should have an average intensity of about 0.5, which insures that the overall brightness of the object will not be affected.
That's a nice list of working examples you have there, thanks for doing that. I didn't know about the ones flagged for Afterburner or wireframe.
- Anakin
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Re: Render type not working?
Currently i have some rendertype problems, too. Is there anywhere a fully list of all rendertypes with description and picture about what they do?? For example i wonder what Render Sky, Emboss, Wireframe, Afterburner, teleportal,... do. Or what is the different between Scroll and 2 Scroll?
What i need is a rendertype to switch my texture. not scrolling. i have 4x3 pictures in the tga and i want the object to switch from one to the other. Additionally i want the texture to glow.
What i need is a rendertype to switch my texture. not scrolling. i have 4x3 pictures in the tga and i want the object to switch from one to the other. Additionally i want the texture to glow.
- Ginev
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Re: Render type not working?
Anakin wrote:Currently i have some rendertype problems, too. Is there anywhere a fully list of all rendertypes with description and picture about what they do?? For example i wonder what Render Sky, Emboss, Wireframe, Afterburner, teleportal,... do. Or what is the different between Scroll and 2 Scroll?
What i need is a rendertype to switch my texture. not scrolling. i have 4x3 pictures in the tga and i want the object to switch from one to the other. Additionally i want the texture to glow.
I have on my coputer saved documents from various people talking about render types in the past few years.I found this:
I think you talk about animated textures.
For people who use XSI SOFTIMAGE ZETOOLS plugin.
Before you export go to ZE TOOLS/MSH TOOLS/Manage materials.Then select the material for the texture you want to animate,then click Zeify.After that click edit.Go to render types and put 7.After that in data 0 add 16.Data 0 is for how much frames your texture have or maybe cluster if i may say (not sure).Data 1 control the speed of the swaping images.I tryed with 20 and its very very fast.Just saying.Maybe 5-6 is fine.
ANDEWEGET i think if you have some free time to check deeper into the render flags maybe you will find something new never used before?Why dont you try finding out how sky,water and planar reflection work?It seems you know alot more than us
- AceMastermind
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Re: Render type not working?
There are some descriptions in the docs and some links to descriptions in this thread:Anakin wrote:Is there anywhere a fully list of all rendertypes with description and picture about what they do??
http://www.gametoast.com/viewtopic.php?f=27&t=24851
If you play around with the unused flags and achieve something cool just post it in that thread.
You have to experiment with them, I believe some are unused because the same thing could be done with the common flags instead.Anakin wrote:For example i wonder what Render Sky, Emboss, Wireframe, Afterburner, teleportal,... do. Or what is the different between Scroll and 2 Scroll?
"Scrolling" and "2 Scroll (V)" sound the same except the first scrolls left to right while the other may scroll top to bottom.
"2 Scroll (V)" is probably not used because it can be replaced with normal "Scrolling" by just rotating the image 90 degrees or fiddling with the data0 and data1 settings, but you need to play around with it to be sure.
Sounds like you want render type 7:Anakin wrote:What i need is a rendertype to switch my texture. not scrolling. i have 4x3 pictures in the tga and i want the object to switch from one to the other. Additionally i want the texture to glow.
with glow in 5th place:Animated
Render Type: Render Animated
Data 0: Sets number of frames
Data 1: Sets the speed of animation
Texture 0: diffuse texture
Description: This render type is used for animated textures.
Comments: All the frames must be on the same texture.
Your UV’s should be mapped to the first cell (not the entire texture).
Each individual cell is always square and is determined automatically from the number of frames.
The number of frames must be a perfect square (ie. 4,9,16,25,36…).
Your animation sequence should go from top left to bottom right.
The animation must contain a minimum of 4 frames, therefore the minimum number that goes in data0 is 4.
Animation speed is determined by the data1 setting.
viewtopic.php?p=480836#p480836
@ANDEWEGET
Could you scan the space_template\Worlds\@#$\msh folder like you did the others?
- ANDEWEGET
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Re: Render type not working?
I've scanned the space template and also added some more information about the materials like data0/data1, flags and textures.
I guess this is a good time to go over this again. If anyone has some more information or notices some error in the information, feel free to notify me.
I guess this is a good time to go over this again. If anyone has some more information or notices some error in the information, feel free to notify me.
- Anakin
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Re: Render type not working?
works fine. Thank you. I used 7 and checked glow in ZETools. now i need to find the right speed
@Ande: great collection. Can you add example pictures?? I think that will make the understanding much better at some parts.
About the details map seams for me to be something like the lowrez for geometry. Is that right?? It would be a good solution for 4k textures. scaled down to 1k and than add detailmap 4k. I think Zero engine will be able to handle them this way much better.
@Ande: great collection. Can you add example pictures?? I think that will make the understanding much better at some parts.
About the details map seams for me to be something like the lowrez for geometry. Is that right?? It would be a good solution for 4k textures. scaled down to 1k and than add detailmap 4k. I think Zero engine will be able to handle them this way much better.
- AceMastermind
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Re: Render type not working?
Data0 sets the minimum intensity according to the description in BF2_materials.doc for render type 25 (Render Energy).ANDEWEGET wrote:I guess this is a good time to go over this again. If anyone has some more information or notices some error in the information, feel free to notify me.
Blink
The render type is used for blinking the diffuse color. The blink will oscillate between the original intensity and the min value specified according to the blink speed.
Code: Select all
Energy
ID Hex Data0 Data1
25 19 Minimum intensity Throbbing frequency
I think render type 11 is actually Detail because the way it was used with the examples based on the description is spot on.
I just think it appeared to glow because we weren't using it properly.
The detail map should have an average intensity of about 0.5, which insures that the overall brightness of the object will not be affected.
- Ginev
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Re: Render type not working?
This is what i made so far for Planar Reflection.
As you can see my floor reflect not only soldiers but also and objects,even the sky aswell.Look the CP reflection.
However this is only a trick,still i decided to show it here and explain how i did it.
I added water beneat the floor.I made my floor 50% transparent and i added him a ice refraction render type.I made the water beneat the platform to not move at all.You can do this from the world.fx file.
The only problem here is that you cannot use this for example let say inside a hangar on a capital ship high in the sky because if you go outside you will see big wall of water going inside the ship I know its silly.But still it can be used on the ground like extra effect which i think its amazing.
Also i found that there is a classlabel odf parameter "water" in some Battlefront 2 documentary.However when i switch my "prop" classlabel with "water" my game crash.I wonder for what they were going to be using that classlabel in Pandemic Studio...Maybe they were preparing the water render type but they did not have enough time to finish it.
Hidden/Spoiler:
However this is only a trick,still i decided to show it here and explain how i did it.
I added water beneat the floor.I made my floor 50% transparent and i added him a ice refraction render type.I made the water beneat the platform to not move at all.You can do this from the world.fx file.
The only problem here is that you cannot use this for example let say inside a hangar on a capital ship high in the sky because if you go outside you will see big wall of water going inside the ship I know its silly.But still it can be used on the ground like extra effect which i think its amazing.
Also i found that there is a classlabel odf parameter "water" in some Battlefront 2 documentary.However when i switch my "prop" classlabel with "water" my game crash.I wonder for what they were going to be using that classlabel in Pandemic Studio...Maybe they were preparing the water render type but they did not have enough time to finish it.
- AceMastermind
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Re: Render type not working?
I'm curious what flags The Clone Wars 2002 assets used, like maybe some of the ones rarely/never used in SWBF1/2, would you mind scanning those with your mshWalker tool if you get some free time?ANDEWEGET wrote:I've scanned the space template and also added some more information about the materials like data0/data1, flags and textures.
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Re: Render type not working?
http://schlechtwetterfront.github.io/ze ... walker.log
I had to change the way the data is logged.
Noteable "new" render types are Shield, Teleportal, Normalmap Fade, Glow 2 Scroll, Glow Rotate, 2 Scroll.
I had to change the way the data is logged.
Noteable "new" render types are Shield, Teleportal, Normalmap Fade, Glow 2 Scroll, Glow Rotate, 2 Scroll.
- AceMastermind
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Re: Render type not working?
Excellent, thanks!
It looks like lightmaps might not be doable in SWBF1/2 the way they were intended with the Edit Flags.
The lightmap textures appear to use a 2nd set of unique UVs on the same object.
Impressive!Finished walking over 5012 .msh files in 1s
It looks like lightmaps might not be doable in SWBF1/2 the way they were intended with the Edit Flags.
The lightmap textures appear to use a 2nd set of unique UVs on the same object.
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Re: Render type not working?
Do you want to make a thread with all Flag explains together?? since now they are all over many thread answers. But i think there is no really complete explained one about the difference between the render flag, render type and the hex value. It would be very useful to have such a tutorial. And it would be awesome to have screenshots about what they do like DarthDUCK made it for bumpmap, normalmap,...
btw. if you look at the timestamp the script took 1,944746 seconds. For me it's more 2s instead of 1s. But still impressive
btw. if you look at the timestamp the script took 1,944746 seconds. For me it's more 2s instead of 1s. But still impressive
- ANDEWEGET
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Re: Render type not working?
I'm only reading the materials from every .msh file, that's like a few hundred bytes per .msh file.
I remember seeing some .msh files with UV0L and UV1L, that would be second UV set I guess.
I remember seeing some .msh files with UV0L and UV1L, that would be second UV set I guess.
- Ginev
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Re: Render type not working?
Im just curious.When the developers were creating the shader files for BAttlefront 2 what program did they used to create them?If someone know please tell me.I am ready to learn or atleast to try.
- AceMastermind
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Re: Render type not working?
The shaders.vcproj file says this at the top:
I guess 7.1 would be the 2003 version?
Looking on the Microsoft website I found these:
https://msdn.microsoft.com/en-us/librar ... 2147217396
https://msdn.microsoft.com/en-us/library/hh315733.aspx
I'm not sure if you can write new ones because they may be tied to the game executable, you could probably modify the existing ones though.
Code: Select all
VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Looking on the Microsoft website I found these:
https://msdn.microsoft.com/en-us/librar ... 2147217396
https://msdn.microsoft.com/en-us/library/hh315733.aspx
I'm not sure if you can write new ones because they may be tied to the game executable, you could probably modify the existing ones though.