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Warrior Gryphon
site owner
#26 Old 25th Oct 2009 at 3:23 PM
Wes / teko: Ahhh, ok. Didn't realise you where talking about objects. That'll teach me for not reading back.

Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
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Alchemist
#27 Old 25th Oct 2009 at 7:42 PM
That's about all we talk about here, most of the body mesh activity has been in the CAS Parts forum... however, I plan on adding another topic to the conversation soon.

If you like to say what you think, be sure you know which to do first.
Lab Assistant
#28 Old 25th Oct 2009 at 11:25 PM
Default Am I right then?
Wes changing the size in the mtrlsc like I did should work then? As long as it's done correctly. As I said before it worked for me.

Lemoncandy the alpha tranparency you gave me made the curtain completely invisible lol. Thank you anyway it's useful to know for future projects. I think i've got the texture right now, it's showing properly in milkshape i've just got to make it visible again so I can see it.

If at first you don't succeed, try and try again.
Thanks
Ange
Forum Resident
#29 Old 25th Oct 2009 at 11:40 PM
Quote: Originally posted by angieb
the alpha tranparency you gave me made the curtain completely invisible lol.

Oops. Well, that was only one example from a random object. You need to experiment a bit with the values I guess
Alchemist
#30 Old 26th Oct 2009 at 1:01 AM
Quote: Originally posted by angieb
Wes changing the size in the mtrlsc like I did should work then?


That is the reason that .mtlsrc files exist, so that they can be changed and those changes will be placed into the recompiled object. The earlier versions of the tools did not have them, and so you couldn't make any changes to the materials (except those that happen when you change the texture files).

If you like to say what you think, be sure you know which to do first.
Alchemist
#31 Old 26th Oct 2009 at 11:08 AM
So has anyone figured out a similar fix for non-painting objects? The mtlsrc for the tissue box looks like this:

; decompiled with S3ModlD V1.00 - by Wesley Howe
MATD 0103
MtlName 0x5BC05152
ShaderName Phong
MTNF 17
SpecStyle 1 1 2.000000000000
Transparency 1 1 1.000000000000
TextureSpeedScale 1 1 1.000000000000
Specular 1 3 0.029702970758 0.029702970758 0.029702970758
UVScales 1 3 0.000030518509 0.000000000000 0.000000000000
Diffuse 1 4 1.000000000000 1.000000000000 1.000000000000 1.000000000000
UVScrollSpeed 1 2 0.000000000000 0.000000000000
SpecularUVScale 1 2 1.000000000000 1.000000000000
AlphaMaskThreshold 1 1 0.000000000000
DiffuseMap 4 4 30000003 00000000 00000000 00000000
NormalMapScale 1 1 1.000000000000
DiffuseUVScale 1 2 1.000000000000 1.000000000000
0x449A3A67 2 1 00000000
Shininess 1 1 20.000000000000
NormalUVScale 1 2 1.000000000000 1.000000000000
DiffuseUVSelector 1 3 0.000030518509 0.000000000000 0.000000000000
FresnelOffset 1 1 0.500000000000

There are no mask numbers to change.

I made my Kokeshi doll object using the tissue box and used the entire 512 x 512 IMG to map it on. This object looks fine in the game. I used the same tissue box to make a hatbox object using the exact same series of steps and the same size IMG. But the hatbox texture in-game looks terrible. The only difference I can see between the two is the size. The doll is small and the box is larger. Does it seem like that could be the issue? If so is there any way of fixing it other than finding a different item to clone for larger objects?

OM
Lab Assistant
#32 Old 27th Oct 2009 at 12:11 AM
Just starting to experiment with all this by changing the mask numbers on my fruitcrate pictures. It worked beautifully, and they look great.

I noticed, though, that there is still a noticeable degradation of the texture when I leave CAST. So I think that perhaps Wes's hypothesis about it being a graphics card issue may also be true. My gpu is a GeForce 8700M which I think counts as mediocre; still, I thought it would be more up to the job than it apparently is...
Alchemist
#33 Old 27th Oct 2009 at 12:15 AM
I used sharpen, sharpen, sharpen on my painting image before saving it. Using the numbers above makes it look hyper-sharp in the game.

OM
Lab Assistant
#34 Old 27th Oct 2009 at 12:57 AM
The issue I'm talking about is unrelated to the quality or sharpness of the original image. In CAST the image shows up exactly as it looked when I put it in the package. But outside of CAST, the image is more compressed/crunchy/pixelated.

Upping the size of image that the package uses as discussed above makes a huge difference, it's just that it still looks different inside CAST than it does outside...

Have been updating drivers and playing with the graphics settings, but it's made no difference so far. I think what I'm getting is probably the best my hardware can do.
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