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Dynamic shine on multi-material parts

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Hiya!I have a fuselage that has multiple UVWmaps (7 actually) and also it has textures from two different bitmaps. Now I've been trying to apply the dynamic shine on the model by editing the x-file, but I can only get it to work on the other parts like wings, which doesn't have multiple materials. Is there any way to get the dynamic shine to work on multiple material parts as well?Mikko http://www.flightsimnetwork.com/mmniemi/shots/banger.gif


Mikko Maliniemimmniemi@hotmail.comhttp://www.flightsimnetwork.com/mmniemi/DF...MIKKO_avsim.jpg

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Hi Mikko,There are three people who may be able to help you here ... FSEdge, Finn Neuik, or Chris File.If I can provide email addresses, please write to me.Milton

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Mikko,What power level have you used on the fuse?I had a similar problem, and found I had to use a higher power level on the fuse. I am still playing with it to get the right level.Bob C.

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Hi mikko, i hope this help u, my fuselaje is maped from 3 diffrent bitmaps, now to add dinamic shine first u have to find the part name that u want to add this feature in the x file, in my case it is "fuseverd01"here is the text:Frame frm-fuseverd01 {FrameTransformMatrix { 1.000000, -0.000000, 0.000000, 0.0, -0.000000, 0.999657, 0.026177, 0.0, -0.000000, -0.026177, 0.999657, 0.0, 0.089809, -7.676998, 3.709179, 1.0;;} // End FrameTransformMatrixMesh fuseverd01 {884; // Mesh 'fuseverd01' contains 884 vertices 18.756680; -13.020501; 8.212736;, 17.498011; -13.020501; 11.736963;, 17.498011; 15.928675; 11.736963;, 18.756680; 15.928675; 8.212736;, 15.484111; -13.020501; 16.016420;,..........etcnow scrolldown to find the materials that this part have, in my case are: "GfORCE_cessna150h_fuse_T.bmp""GfORCE_cessna150hrightwing_T.bmp""GfORCE_varios.bmp"here is the text:Material fuse0 { 0.588000; 0.588000; 0.588000; 1.000000;; 30.000000; 0.700000; 0.700000; 0.700000;; 0.000000; 0.000000; 0.000000;; TextureFileName { "GfORCE_cessna150h_fuse_T.bmp"; } DiffuseTextureFileName { "GfORCE_cessna150h_fuse_T.bmp"; }} // End Material 'fuse0' Material right_wing1 { 0.588000; 0.588000; 0.588000; 1.000000;; 30.000000; 0.700000; 0.700000; 0.700000;; 0.000000; 0.000000; 0.000000;; TextureFileName { "GfORCE_cessna150hrightwing_T.bmp"; } DiffuseTextureFileName { "GfORCE_cessna150hrightwing_T.bmp"; }} // End Material 'right_wing1' Material varios2 { 0.588000; 0.588000; 0.588000; 1.000000;; 30.000000; 0.700000; 0.700000; 0.700000;; 0.000000; 0.000000; 0.000000;; TextureFileName { "GfORCE_varios.bmp"; } DiffuseTextureFileName { "GfORCE_varios.bmp"; }ok, take a look at this: 0.588000; 0.588000; 0.588000; 1.000000;; 30.000000; 0.700000; 0.700000; 0.700000;; 0.000000; 0.000000; 0.000000;;as u know you only have to edit the number 2 and number 3 files to add the dinamic shine,this are the values that i find best: 0.588000; 0.588000; 0.588000; 1.000000;; 30.000000; 0.700000; 0.700000; 0.700000;; 0.000000; 0.000000; 0.000000;;the second file, 30.000000 is to set how much surface the effect will cover, 90.000000 will cover less surface, the problem is that this value highlight some vertex, to avoid this u need to cover more surface, that

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OK, now I must admit that I must be doing something wrong. Some time ago I succesfully made dynamic shine for my Maule. Look at the pic:http://www.flightsimnetwork.com/mmniemi/shots/chicken3.jpgBut now I can't get the dynamic shine even on this plane. And it doesn't even have multiple materials applied. Was there any other values to be changed in the .x file than the specular values. Am I missing something?The following are the values that worked earlier with the Maule: Material fuselage0 { 0.588000; 0.588000; 0.588000; 1.000000;; 70.000000; 0.500000; 0.500000; 0.500000;; 0.500000; 0.500000; 0.500000;; TextureFileName { "maule_t.bmp"; } DiffuseTextureFileName { "maule_t.bmp"; }} // End Material 'fuselage0'} // End MaterialList for 'fuselage01'MeshNormals { // Mesh normals for fuselage011105; // 1105 vertex normalsBut now they don't work at all. The specular light doesn't appear on the plane at all. I used exactly the same values as earlier. Is there something else I needed to do?Mikko http://www.flightsimnetwork.com/mmniemi/shots/banger.gif


Mikko Maliniemimmniemi@hotmail.comhttp://www.flightsimnetwork.com/mmniemi/DF...MIKKO_avsim.jpg

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OK, now I have figured out what was wrong. MakeMDL just didn't like the folder name where I was compilin the model into. I compiled the model into other folder and voila, dynamic shine was there :)But now I run into new problem. Some of the parts accepts dynamic shine, but some doesn't. Look at the screenshot so you'll know what I am talking about. Like you can see, some parts (right hand aileron and flap as well as left hand aileron and flap) are without the shine when all other parts have them. I have used two materials in that thing, one for left wing/stab and one for right wing/stab. Anybody have idea why this happens? Mikko http://www.flightsimnetwork.com/mmniemi/shots/banger.gif


Mikko Maliniemimmniemi@hotmail.comhttp://www.flightsimnetwork.com/mmniemi/DF...MIKKO_avsim.jpg

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Mikko, I ran at that problem too... :( First of all - I've found out that situation may differ with each compilation, secondly, I tried binding parts into hierarchy - and that helped! But only for one compilation, then everything became as it was... :( I just cant catch a logic of all that...

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Hi again Mikko, all u have to do is apply specular level to every submaterial, take a look at this pictures:The main material with 3 submaterial:http://www.simviation.com/yabbuploads/multi_1.jpgThe first submaterial with specular:http://www.simviation.com/yabbuploads/multi_2.jpgThe second submaterial with specular:http://www.simviation.com/yabbuploads/multi_3.jpgThe third submaterial with specular:http://www.simviation.com/yabbuploads/multi_4.jpgNow here is an extract from the .X file with the new Middleman1.3 beta2 that has the specular fix ( Thank

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