jtin Posted October 27, 2009 Posted October 27, 2009 I've got a lighthouse model with 2 .tgas, one for the railing (LHrailing.tga) and one for the rotating light (LHlight.tga) In max, the .tgas show up (although the alphas show up as black in the viewport and white in the renderer - is this normal?) but in game both .tgas are missing The .OUT file confirms that the references are being exported... LighthouseStem [128 polys, 384 verts (decal)] '01 - Default' Railing [128 polys, 384 verts (decal)] '02 - Default' LightRoom [24 polys, 72 verts (decal)] '01 - Default' Top [270 polys, 810 verts (decal)] '01 - Default' Light [32 polys, 96 verts (decal)] '03 - Default', AnimationID: 1 Num Nodes: 5 Total: (582 polys, 1746 verts) Mesh Max: (270 polys, 810 verts) 3 Materials: ( 1) 01 - Default: lighthouse.bmp ( 2) 02 - Default: LHrailing.tga ( 3) 03 - Default: LHlight.tga 3 Textures: lighthouse.bmp LHrailing.tga LHlight.tga Points Extents but it's not showing... why? On another note, is there a way to have shadows show up on terrain objects? Quote
FastCargo Posted October 27, 2009 Posted October 27, 2009 You didn't use the materials editor to properly assign TGAs to the parts, including activating the Opacity and Self-Illumination parameters. As far as shadows, there is a thread someone else asked the same question. The answer is yes, just like any other ground or air object, the appropriate lines have to be written in the ini file. FC Quote
jtin Posted October 27, 2009 Author Posted October 27, 2009 What should it look like? I noticed that you can assign a bitmap to the opacity parameter but it looks like its using a scale of black to white and would require an additional texture...? Isn't self-illumination just the "glow" of the texture? Ah just saw some of the objects have .inis - was under the impression that all their stuff was in the terrain_types.ini - all clear now :) Quote
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