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Well, I just discovered today, that if you edit the head of Konoko, and export it as .oni (with reflectivity et.c), her hair will have a sharper reflectivity than normal (I can't quite explain it). My question is the following: Is there different kind of ways to make things reflective? Because it seems like the original hair of konoko is not as sharp as fx. the bodypart of a striker.
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Rexxar: It depends on the level of gray in the alpha channel. black blocks all reflectivity and white is highly reflective, the shade of gray affects how much reflectivity is shown.
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Exactly what I meant, in a way..
If I add gray to the alpha mask, it displays it as full reflective, no changes, that's why Konoko's hair looks terrible when I'm exporting it myself.
I don't even need to change anything to the picture, just as I export it, the hair as a sharp effect ingame.
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Which format are you using? The original format is ARGB4444 if you're using ARGB5551, then that's the reason. the 1 is for the Alpha channel and it only allows for black or white, so that's why you have the full reflective.
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Thanks!!
I'll have much less trouble now!
EDIT: It diden't change anything..
Last edited by TOCS (07/11/09 12:07)
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Grrr... can you post the files so I can look at them.
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Which, the .oni or the images files?
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Both please. BTW, how are you converting the image files to .oni files? Are you using xml or directly?
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Well, for some reason, I'v deleted them..
This is the way I export the images to .oni :
OniSplit -create:txmp . -format:bgra4444 -genmipmaps -envmap:TXMPenvksarmor TXMPIteration001%2Fk4_head.tga
OniSplit -create:txmp . -format:bgra4444 -genmipmaps -envmap:TXMPenvksarmor TXMPIteration002%2Fk4_head.tga
OniSplit -create:txmp . -format:bgra4444 -genmipmaps -envmap:TXMPenvksarmor TXMPIteration001%2FKS_face.tga
Basicly my project was running on adding reflectivity to the new Konoko look which was found on one of the other topics, the author made the head 256 x 256, and then I'd just resize the original alpha channel to 256 x 256 and added it.. But no luck.
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How does this look to you:
http://edt.oni2.net/AE/TXMPIteration001 … ce.oni.zip
Also, why are you using TXMPenvksarmor instead of TXMPenvksface.tga as the envmap?
Last edited by EdT (07/12/09 14:07)
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Well, Geyser thaught me it... (Too bad he isen't around the forums any longer).
Can you show me what you did to export the textures?
EDIT: Her head gets transparent, the only things thats back, is the alpha channel, which shows some of her hair.
Last edited by TOCS (07/12/09 15:07)
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Rexxar: Are you having problems with the file I posted? It works fine for me.
Your problem sounds like its missing the link to the envmap file.
With TXMP and most files I use xml:
-extract:xml <target directory> <filenames> Extracts all instances to XML files
-create <target directory> <filename> Creates an .oni file in the target directory from an XML file
The xml for the head would look like this:
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.37.0">
<Texture>
<Flags>HasMipMaps</Flags>
<Format>ARGB4444</Format>
<EnvMap>TXMPenvksface</EnvMap>
<Image>TXMPIteration001%2FKS_face.tga</Image>
</Texture>
</Oni>
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Ehmm, I think I'll just stick to my method.
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