edge hardness in bfxm/xmesh
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- Confed Special Operative
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edge hardness in bfxm/xmesh
A question to the modellers: when I make my models I usually make some edges hard and some soft in wings. However, when I export the model to xmesh or convert it to bfxm this information seems to get lost and all my edges are soft, leading to very "organic" models. E.g., my Antares class freighter (here in wings) looks quite different after converting to bfxm and insertion in vegastrike .
Any way how to change/avoid this ?
Any way how to change/avoid this ?
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- Artisan
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- Confed Special Operative
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- Joined: Mon Jan 19, 2004 12:48 pm
- Location: Konstanz, Germany
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- Confed Special Operative
- Posts: 317
- Joined: Mon Jan 19, 2004 12:48 pm
- Location: Konstanz, Germany
Having rethought, it is not that easy. i usually exported to obj, then converted to bfxm. However, the bfxm model was shining like polished metal (reflexivity high), and because of this I converted to Xmesh, changed reflexivity, added emission etc. and converted back to bfxm. Is there a way to change the reflexivity and to add emission textures directly, without the xmesh intermediate step ? I have to confess that I dont have the slightest idea about the bfxm format ....
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- Elite
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Yes! Edit the mtl file that accompanies your obj file. The latest versions of mesher interperet the material information you set here... it can also be useful for setting damage, glow, and specular maps.esgaroth wrote:Is there a way to change the reflexivity and to add emission textures directly, without the xmesh intermediate step ?
Ks is the specularity (reflectivity) of the material. Here are the maps that klauss told me work with VS:
Code: Select all
MAP_KD <diffuse map>
MAP_KE <emissive (glowmap)>
MAP_KS <specmap>
MAP_KA <damagemap>
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- Confed Special Operative
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Seeing, I cant comment on the smoothing probs, as I don't know nuthin' hehe. Just squeaking to say that ship is very nice.
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