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Post by aps on Feb 23, 2019 21:22:27 GMT 10
It's called AlphaTestRef in MDF. Some meshes turned on it but some didn't. That'll let alpha channel not working properly. Here's you can do. Let's say you want to modify ADA's dress shorter and prepared ATOS file. The RED channel is the alpha map. The first thing is to look for the correct area in MDF. The RED mark is Body Mat. The GREEN mark is Dress Mat and it's turn off alpha by default. The BLUE mark is Holster Mat and it has a correct alpha setting. Now go back the head. The red/green/blue is defined as some material parameters and the white mark is AlphaTestRef. So change 99 to 9A will turn on alpha for the dress. Here's the result. Happy modding!
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Post by es47 on Jun 7, 2019 23:41:34 GMT 10
Can the alpha channel properties on any texture be changed? for example turn on glass effect instead of metal effect. for example, if I want to make glasses for Claire, the same as Ada’s. (glasses can be added to a body or hair model). if it is possible, how can this be done?
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Post by aps on Jun 11, 2019 17:59:58 GMT 10
Can the alpha channel properties on any texture be changed? for example turn on glass effect instead of metal effect. for example, if I want to make glasses for Claire, the same as Ada’s. (glasses can be added to a body or hair model). if it is possible, how can this be done? You can only do transperent effect by doing this way. Translucency is another story. It's most like skyrim/fallout4. One is BDSM, another is BDEM. If you want to make translucency effect for Claire, then you need a best programmer to write a material editor. Because MDF includes a lot of HEX redirection, it's too much hard to edit it by HEX editor. I'll write another post to talk MDF structure when I have spare time.
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Post by dice on Jun 12, 2019 8:54:26 GMT 10
where si pl2000.mdf?
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Posts: 1,735
Original Join Date: Jul 27, 2007
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Post by George on Jun 12, 2019 10:22:21 GMT 10
hi
I have a small problem with Mr X i was able to enable the Alphas on the model in this case my Terminator mod so hair , wet from eyes and the chains from body have their alphas working but if you shot to him the bullet holes arent black anymore but transparent xD
if you delet the mdf2 file the bullet holes works again (black color) but then the alphas from hair and the rest dont work anymore =/
There is any way to keep the alphas and the bullet holes working ?
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Post by aps on Jun 12, 2019 20:56:24 GMT 10
hi I have a small problem with Mr X i was able to enable the Alphas on the model in this case my Terminator mod so hair , wet from eyes and the chains from body have their alphas working but if you shot to him the bullet holes arent black anymore but transparent xD if you delet the mdf2 file the bullet holes works again (black color) but then the alphas from hair and the rest dont work anymore =/ There is any way to keep the alphas and the bullet holes working ? The 2nd UV map channel is called LightingMapUV. It controls blood/rain/dirty/etc. You check it from plxxxx_wetmask_msk1.tex.10. So you will let the 2nd UV match to the wetmask maps if you'r sure that's the issue about LightingMap.
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Posts: 366
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Post by mangakagirl on Jun 12, 2019 22:04:39 GMT 10
To make her dress shorter did you modify her texture files? after enable alpha did you change atos or albm textures for this result?
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Post by aps on Jun 13, 2019 15:47:43 GMT 10
To make her dress shorter did you modify her texture files? after enable alpha did you change atos or albm textures for this result? Yes, I mentioned the RED channel in ATOS is real alpha texture for outfit shader. But you can only do transparent things with this method. Some materials like as glasses/lace/etc, they're translucency things. After some digging. I found this game engine used skin(sss)/outfits/metal/hair/glasses/etc. Not too much, but it's very hard to change vanilla shader. eg. copy ada's watch glasses shader to claire's necklace shader. Because one shader includes a lot of HEX redirection. The length of shader is different which means you need edit every HEX address after copy shader. That's why we need a material editor.
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Posts: 366
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Post by mangakagirl on Jun 13, 2019 22:37:02 GMT 10
To make her dress shorter did you modify her texture files? after enable alpha did you change atos or albm textures for this result? Yes, I mentioned the RED channel in ATOS is real alpha texture for outfit shader. But you can only do transparent things with this method. Some materials like as glasses/lace/etc, they're translucency things. After some digging. I found this game engine used skin(sss)/outfits/metal/hair/glasses/etc. Not too much, but it's very hard to change vanilla shader. eg. copy ada's watch glasses shader to claire's necklace shader. Because one shader includes a lot of HEX redirection. The length of shader is different which means you need edit every HEX address after copy shader. That's why we need a material editor. thank you ^^
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Post by Skayuti on Jan 8, 2020 3:00:24 GMT 10
Hi,
Please, can someone re-upload the images so that i can understand how to activate alpha in MDF?
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