Inside Edit Flags (FAQ)

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DarthD.U.C.K.
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Re: Inside Edit Flags (FAQ)

Post by DarthD.U.C.K. »

well, that depends on how the console is build.
the easiest way (and how pandemic did it i think) is to give the console hard-edged transparency and make the parts that should glow invisible. then make a simple white grid slightly under/behind the actual console, give it another material and then simply put a "02" or "03" in the 5th place for this material.
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Re: Inside Edit Flags (FAQ)

Post by Null_1138 »

Hey Duck, I like what you did with the force ghost Obi there, and I want to apply that to a texture that I have. Right now I just have "02" in the fifth place after ATRB, but it makes the whole texture light up, when I want only the brightest part to glow. Would your "51" work for that?
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Re: Inside Edit Flags (FAQ)

Post by DarthD.U.C.K. »

does the texture have transparency? if not you probably dont have to use the 5.
but yes, 01 makes the brighter parts glow more. i cant guarantee that it will work out how you want because i ont know what you want to do with what and because the effects differ depending on the combination of numbers.
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Re: Inside Edit Flags (FAQ)

Post by Null_1138 »

Image

Here's said texture. Its going on the shipped kas2_bldg_barrier_msh. What I want to happen is for the light to respond to the light bloom setting (i.e. to glow when it's checked), but I don't want the stone and metal portions to glow as well. Could that be made possible by hex editing, or is a more elaborate method required?
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Re: Inside Edit Flags (FAQ)

Post by DarthD.U.C.K. »

to make only certain parts glow you have to use a glowmap.
to do that uses repsharpshooters meshtool and choose bumpmap.
open the mshfile with a hexeditor, search for "bump" an rename it to "glow".
now put "16" on the 6th place after atrb and 00 on the 5th place. you could try 02 and 03 on the fith place too, maybe it will make the glow independend form the lighting, i dont know
then make a texture called "texturename_glow" and color everything grey except for the parts you want to have glow. they should have the color they should glow in.
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Re: Inside Edit Flags (FAQ)

Post by giftheck »

AceMastermind wrote:Transparency and tick box options are found 5th place over from ATRB (after "B")
  • Hex/Name
    00 = No transparency/no options ticked
    04 = Single sided transparency
    08 = Double sided transparency
    10 = Hard Edged Transparency(only)
    14 = Single sided Transparency with Hard Edged Transparency option ticked
    18 = Double sided Transparency with Hard Edged Transparency option ticked
Has anybody ever found out what other options there are beyond these? And what do these actually do? Is it possible through this to have a texture that is double-sided when viewed ingame?
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Re: Inside Edit Flags (FAQ)

Post by DarthD.U.C.K. »

yes, i did. you can find the results on the first page of this topic :P
and to your second question: yes, that is exactly the effect.
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Re: Inside Edit Flags (FAQ)

Post by giftheck »

So through the edit flags, I can make the addon kama mesh appear double-sided? Cool, I'll try that.
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Re: Inside Edit Flags (FAQ)

Post by DarthD.U.C.K. »

yes, you can do it through simple hexeditiing too, but make sure to make it hardedged.
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Re: Inside Edit Flags (FAQ)

Post by AQT »

@Null_1138: With that particular MSH, you shouldn't have the 02 in the fifth place after every ATRB. Make sure you only apply it to the MATD(s) that corresponds to the lighted parts. I think, by default, the MATD in which the lighted parts use has 01 in the fifth place after ATRB. That should save you some time from guessing.
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Re: Inside Edit Flags (FAQ)

Post by DarthD.U.C.K. »

the lights have a seperate material? then you dont have to use the meshtool and a lightmap and just hexedit 02 or 03.
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Re: Inside Edit Flags (FAQ)

Post by ANDEWEGET »

Better explanation of the old post:
Hidden/Spoiler:
Image
The 5th place after ATRB is calculated from all the individual values of the used flags.
Incase the pic goes down:
Emissive - 1 - 01
Glow - 2 - 02
Singlesided - 4 - 04
Doublesided - 8 - 08
Hardedged transparency - 16 - 10
Per Pixel Ligthing - 32 - 20
Additive Transparency - 64 - 40
Specular - 128 - 80

Example: I want to use Specular, Per Pixel Lighting and Emissive.
1. Add all flag values:
Specular + PerPixel Lighting + Emissive
...128.....+.......32............+....1.......= 161
2. Now convert/pack the value so we get the hex representation. In the example it's A1.

New HTML/JS calculator here: http://schlechtwetterfront.github.io/ze_filetypes/
Last edited by ANDEWEGET on Tue Oct 20, 2015 10:47 am, edited 4 times in total.
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Re: Inside Edit Flags (FAQ)

Post by THEWULFMAN »

If that is what I think it is, and you're saying what I think you're saying, this is freaking awesome and thank you so much! Brilliant stuff!


EDIT: Aw, the program crashes for me.
Hidden/Spoiler:
Java Plug-in 1.6.0_31
Using JRE version 1.6.0_31-b05 Java HotSpot(TM) Client VM
User home directory = C:\Users\THEWULFMAN
----------------------------------------------------
c: clear console window
f: finalize objects on finalization queue
g: garbage collect
h: display this help message
l: dump classloader list
m: print memory usage
o: trigger logging
q: hide console
r: reload policy configuration
s: dump system and deployment properties
t: dump thread list
v: dump thread stack
x: clear classloader cache
0-5: set trace level to <n>
----------------------------------------------------


java.lang.UnsupportedClassVersionError: ZEFlagCalcApplet : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at sun.plugin2.applet.Applet2ClassLoader.findClass(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass0(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadCode(Unknown Source)
at sun.plugin2.applet.Plugin2Manager.createApplet(Unknown Source)
at sun.plugin2.applet.Plugin2Manager$AppletExecutionRunnable.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Exception: java.lang.UnsupportedClassVersionError: ZEFlagCalcApplet : Unsupported major.minor version 51.0
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Re: Inside Edit Flags (FAQ)

Post by ANDEWEGET »

This requires the Java version from today which I used to create it. Ive only tested it on my computer so there might be other problems...
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Re: Inside Edit Flags (FAQ)

Post by THEWULFMAN »

Jep, I'm installing the newest version as I type.
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Re: Inside Edit Flags (FAQ)

Post by AceMastermind »

Outstanding! Thanks for sharing, now we can map out what every value combination is. :D

Edit:
I also want to post an update on the texture slots 1-3 in Edit Flags based on what i've seen looking through a lot of msh files. I don't think it matters which slot you put detail and bump texture names. Just start with the first slot, but order doesn't seem to make a difference, they simply need to be listed. Environment map textures are consistently listed in the 3rd slot(TX3D) though, even if no other textures are listed.
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Re: Inside Edit Flags (FAQ)

Post by Marth8880 »

Tests! :o


Basic cube, white texture, opacity 25%, glow + single-sided transparency (00 00 00 00 06).
Hidden/Spoiler:
Image
Same mesh and texture, no glow, only single-sided transparency (00 00 00 00 04).
Hidden/Spoiler:
Image
Same mesh and texture, opacity 50%, glow + single-sided transparency (00 00 00 00 06).
Hidden/Spoiler:
Image
It appears that transparency gets rid of the bloom but still brightens the pixels, just like when one has light bloom turned off, but at least the transparency is still retained.
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Re: Inside Edit Flags (FAQ)

Post by AceMastermind »

All possible 5th place flags:
Hidden/Spoiler:
Hex | Flag/s
00 = Nothing
01 = Emissive
02 = Glow
03 = Emissive + Glow
04 = Singlesided
05 = Emissive + Singlesided
06 = Glow + Singlesided
07 = Emissive + Glow + Singlesided
08 = Doublesided
09 = Emissive + Doublesided
0A = Glow + Doublesided
0B = Emissive + Glow + Doublesided

10 = Hardedged
11 = Emissive + Hardedged
12 = Glow + Hardedged
13 = Emissive + Glow + Hardedged
14 = Singlesided + Hardedged
15 = Emissive + Singlesided + Hardedged
16 = Glow + Singlesided + Hardedged
17 = Emissive + Glow + Singlesided + Hardedged
18 = Doublesided + Hardedged
19 = Emissive + Doublesided + Hardedged
1A = Glow + Doublesided + Hardedged
1B = Emissive + Glow + Doublesided + Hardedged

20 = Per-Pixel Lighting
21 = Emissive + Per-Pixel Lighting
22 = Glow + Per-Pixel Lighting
23 = Emissive + Glow + Per-Pixel Lighting
24 = Singlesided + Per-Pixel Lighting
25 = Emissive + Singlesided + Per-Pixel Lighting
26 = Glow + Singlesided + Per-Pixel Lighting
27 = Emissive + Glow + Singlesided + Per-Pixel Lighting
28 = Doublesided + Per-Pixel Lighting
29 = Emissive + Doublesided + Per-Pixel Lighting
2A = Glow + Doublesided + Per-Pixel Lighting
2B = Emissive + Glow + Doublesided + Per-Pixel Lighting

30 = Hardedged + Per-Pixel Lighting
31 = Emissive + Hardedged + Per-Pixel Lighting
32 = Glow + Hardedged + Per-Pixel Lighting
33 = Emissive + Glow + Hardedged + Per-Pixel Lighting
34 = Singlesided + Hardedged + Per-Pixel Lighting
35 = Emissive + Singlesided + Hardedged + Per-Pixel Lighting
36 = Glow + Singlesided + Hardedged + Per-Pixel Lighting
37 = Emissive + Glow + Singlesided + Hardedged + Per-Pixel Lighting
38 = Doublesided + Hardedged + Per-Pixel Lighting
39 = Emissive + Doublesided + Hardedged + Per-Pixel Lighting
3A = Glow + Doublesided + Hardedged + Per-Pixel Lighting
3B = Emissive + Glow + Doublesided + Hardedged + Per-Pixel Lighting

40 = Additive
41 = Emissive + Additive
42 = Glow + Additive
43 = Emissive + Glow + Additive
44 = Singlesided + Additive
45 = Emissive + Singlesided + Additive
46 = Glow + Singlesided + Additive
47 = Emissive + Glow + Singlesided + Additive
48 = Doublesided + Additive
49 = Emissive + Doublesided + Additive
4A = Glow + Doublesided + Additive
4B = Emissive + Glow + Doublesided + Additive

50 = Hardedged + Additive
51 = Emissive + Hardedged + Additive
52 = Glow + Hardedged + Additive
53 = Emissive + Glow + Hardedged + Additive
54 = Singlesided + Hardedged + Additive
55 = Emissive + Singlesided + Hardedged + Additive
56 = Glow + Singlesided + Hardedged + Additive
57 = Emissive + Glow + Singlesided + Hardedged + Additive
58 = Doublesided + Hardedged + Additive
59 = Emissive + Doublesided + Hardedged + Additive
5A = Glow + Doublesided + Hardedged + Additive
5B = Emissive + Glow + Doublesided + Hardedged + Additive

60 = Per-Pixel Lighting + Additive
61 = Emissive + Per-Pixel Lighting + Additive
62 = Glow + Per-Pixel Lighting + Additive
63 = Emissive + Glow + Per-Pixel Lighting + Additive
64 = Singlesided + Per-Pixel Lighting + Additive
65 = Emissive + Singlesided + Per-Pixel Lighting + Additive
66 = Glow + Singlesided + Per-Pixel Lighting + Additive
67 = Emissive + Glow + Singlesided + Per-Pixel Lighting + Additive
68 = Doublesided + Per-Pixel Lighting + Additive
69 = Emissive + Doublesided + Per-Pixel Lighting + Additive
6A = Glow + Doublesided + Per-Pixel Lighting + Additive
6B = Emissive + Glow + Doublesided + Per-Pixel Lighting + Additive

70 = Hardedged + Per-Pixel Lighting + Additive
71 = Emissive + Hardedged + Per-Pixel Lighting + Additive
72 = Glow + Hardedged + Per-Pixel Lighting + Additive
73 = Emissive + Glow + Hardedged + Per-Pixel Lighting + Additive
74 = Singlesided + Hardedged + Per-Pixel Lighting + Additive
75 = Emissive + Singlesided + Hardedged + Per-Pixel Lighting + Additive
76 = Glow + Singlesided + Hardedged + Per-Pixel Lighting + Additive
77 = Emissive + Glow + Singlesided + Hardedged + Per-Pixel Lighting + Additive
78 = Doublesided + Hardedged + Per-Pixel Lighting + Additive
79 = Emissive + Doublesided + Hardedged + Per-Pixel Lighting + Additive
7A = Glow + Doublesided + Hardedged + Per-Pixel Lighting + Additive
7B = Emissive + Glow + Doublesided + Hardedged + Per-Pixel Lighting + Additive

80 = Specular
81 = Emissive + Specular
82 = Glow + Specular
83 = Emissive + Glow + Specular
84 = Singlesided + Specular
85 = Emissive + Singlesided + Specular
86 = Glow + Singlesided + Specular
87 = Emissive + Glow + Singlesided + Specular
88 = Doublesided + Specular
89 = Emissive + Doublesided + Specular
8A = Glow + Doublesided + Specular
8B = Emissive + Glow + Doublesided + Specular

90 = Hardedged + Specular
91 = Emissive + Hardedged + Specular
92 = Glow + Hardedged + Specular
93 = Emissive + Glow + Hardedged + Specular
94 = Singlesided + Hardedged + Specular
95 = Emissive + Singlesided + Hardedged + Specular
96 = Glow + Singlesided + Hardedged + Specular
97 = Emissive + Glow + Singlesided + Hardedged + Specular
98 = Doublesided + Hardedged + Specular
99 = Emissive + Doublesided + Hardedged + Specular
9A = Glow + Doublesided + Hardedged + Specular
9B = Emissive + Glow + Doublesided + Hardedged + Specular

A0 = Per-Pixel Lighting + Specular
A1 = Emissive + Per-Pixel Lighting + Specular
A2 = Glow + Per-Pixel Lighting + Specular
A3 = Emissive + Glow + Per-Pixel Lighting + Specular
A4 = Singlesided + Per-Pixel Lighting + Specular
A5 = Emissive + Singlesided + Per-Pixel Lighting + Specular
A6 = Glow + Singlesided + Per-Pixel Lighting + Specular
A7 = Emissive + Glow + Singlesided + Per-Pixel Lighting + Specular
A8 = Doublesided + Per-Pixel Lighting + Specular
A9 = Emissive + Doublesided + Per-Pixel Lighting + Specular
AA = Glow + Doublesided + Per-Pixel Lighting + Specular
AB = Emissive + Glow + Doublesided + Per-Pixel Lighting + Specular

B0 = Hardedged + Per-Pixel Lighting + Specular
B1 = Emissive + Hardedged + Per-Pixel Lighting + Specular
B2 = Glow + Hardedged + Per-Pixel Lighting + Specular
B3 = Emissive + Glow + Hardedged + Per-Pixel Lighting + Specular
B4 = Singlesided + Hardedged + Per-Pixel Lighting + Specular
B5 = Emissive + Singlesided + Hardedged + Per-Pixel Lighting + Specular
B6 = Glow + Singlesided + Hardedged + Per-Pixel Lighting + Specular
B7 = Emissive + Glow + Singlesided + Hardedged + Per-Pixel Lighting + Specular
B8 = Doublesided + Hardedged + Per-Pixel Lighting + Specular
B9 = Emissive + Doublesided + Hardedged + Per-Pixel Lighting + Specular
BA = Glow + Doublesided + Hardedged + Per-Pixel Lighting + Specular
BB = Emissive + Glow + Doublesided + Hardedged + Per-Pixel Lighting + Specular

C0 = Additive + Specular
C1 = Emissive + Additive + Specular
C2 = Glow + Additive + Specular
C3 = Emissive + Glow + Additive + Specular
C4 = Singlesided + Additive + Specular
C5 = Emissive + Singlesided + Additive + Specular
C6 = Glow + Singlesided + Additive + Specular
C7 = Emissive + Glow + Singlesided + Additive + Specular
C8 = Doublesided + Additive + Specular
C9 = Emissive + Doublesided + Additive + Specular
CA = Glow + Doublesided + Additive + Specular
CB = Emissive + Glow + Doublesided + Additive + Specular

D0 = Hardedged + Additive + Specular
D1 = Emissive + Hardedged + Additive + Specular
D2 = Glow + Hardedged + Additive + Specular
D3 = Emissive + Glow + Hardedged + Additive + Specular
D4 = Singlesided + Hardedged + Additive + Specular
D5 = Emissive + Singlesided + Hardedged + Additive + Specular
D6 = Glow + Singlesided + Hardedged + Additive + Specular
D7 = Emissive + Glow + Singlesided + Hardedged + Additive + Specular
D8 = Doublesided + Hardedged + Additive + Specular
D9 = Emissive + Doublesided + Hardedged + Additive + Specular
DA = Glow + Doublesided + Hardedged + Additive + Specular
DB = Emissive + Glow + Hardedged + Additive + Specular

E0 = Per-Pixel Lighting + Additive + Specular
E1 = Emissive + Per-Pixel Lighting + Additive + Specular
E2 = Glow + Per-Pixel Lighting + Additive + Specular
E3 = Emissive + Glow + Per-Pixel Lighting + Additive + Specular
E4 = Singlesided + Per-Pixel Lighting + Additive + Specular
E5 = Emissive + Singlesided + Per-Pixel Lighting + Additive + Specular
E6 = Glow + Singlesided + Per-Pixel Lighting + Additive + Specular
E7 = Emissive + Glow + Singlesided + Per-Pixel Lighting + Additive + Specular
E8 = Doublesided + Per-Pixel Lighting + Additive + Specular
E9 = Emissive + Doublesided + Per-Pixel Lighting + Additive + Specular
EA = Glow + Doublesided + Per-Pixel Lighting + Additive + Specular
EB = Emissive + Glow + Doublesided + Per-Pixel Lighting + Additive + Specular

F0 = Hardedged + Per-Pixel Lighting + Additive + Specular
F1 = Emissive + Hardedged + Per-Pixel Lighting + Additive + Specular
F2 = Glow + Hardedged + Per-Pixel Lighting + Additive + Specular
F3 = Emissive + Glow + Hardedged + Per-Pixel Lighting + Additive + Specular
F4 = Singlesided + Hardedged + Per-Pixel Lighting + Additive + Specular
F5 = Emissive + Singlesided + Hardedged + Per-Pixel Lighting + Additive + Specular
F6 = Glow + Singlesided + Hardedged + Per-Pixel Lighting + Additive + Specular
F7 = Emissive + Glow + Singlesided + Hardedged + Per-Pixel Lighting + Additive + Specular
F8 = Doublesided + Hardedged + Per-Pixel Lighting + Additive + Specular
F9 = Emissive + Doublesided + Hardedged + Per-Pixel Lighting + Additive + Specular
FA = Glow + Doublesided + Hardedged + Per-Pixel Lighting + Additive + Specular
FB = Emissive + Glow + Doublesided + Hardedged + Per-Pixel Lighting + Additive + Specular
You can see the pattern if you look closely.




These high bit values always represent these flags:
Hidden/Spoiler:
0 = Nothing
1 = Hardedged
2 = Per-Pixel Lighting
3 = Hardedged + Per-Pixel Lighting
4 = Additive
5 = Hardedged + Additive
6 = Per-Pixel Lighting + Additive
7 = Hardedged + Per-Pixel Lighting + Additive
8 = Specular
9 = Hardedged + Specular
A = Per-Pixel Lighting + Specular
B = Hardedged + Per-Pixel Lighting + Specular
C = Additive + Specular
D = Hardedged + Additive + Specular
E = Per-Pixel Lighting + Additive + Specular
F = Hardedged + Per-Pixel Lighting + Additive + Specular

These low bit values always represent these flags:
Hidden/Spoiler:
0 = Nothing
1 = Emissive
2 = Glow
3 = Emissive + Glow
4 = Singlesided
5 = Emissive + Singlesided
6 = Glow + Singlesided
7 = Emissive + Glow + Singlesided
8 = Doublesided
9 = Emissive + Doublesided
A = Glow + Doublesided
B = Emissive + Glow + Doublesided

C, D, E and F are invalid low bit values since you can't have Single and Doublesided at the same time.
Pair up a high bit and low bit value to complete a hex value.
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Re: Inside Edit Flags (FAQ)

Post by THEWULFMAN »

Wow Ace, thanks a Quadrillion! That list is very helpful and saves everyone a lot of trouble. :thumbs:
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