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edge hardness in bfxm/xmesh

Posted: Thu Jun 22, 2006 11:31 am
by esgaroth
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) Image looks quite different after converting to bfxm and insertion in vegastrike Image.
Any way how to change/avoid this ?

Posted: Thu Jun 22, 2006 11:40 am
by Zeog
Yes, just cut your mesh where you don't want the edges to be smoothed. This will result in some duplicated vertices but the triangle count will stay the same.
You have a really nice ship there, by the way!

Posted: Thu Jun 22, 2006 2:27 pm
by dandandaman
Or export to obj and then straight to bfxm, rather than doing the in between xmesh step (that's where the smoothing information is lost)

Dan

Posted: Fri Jun 23, 2006 4:49 pm
by esgaroth
Strange, I did export to obj (from wings) and then to bfxm via mesher....
Cutting is maybe a solution, but it takes enormous time, there are a lot of angles I dont want to be smoothend. But if that is the only way, I will try it.

Posted: Fri Jun 23, 2006 8:23 pm
by esgaroth
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 ....

Posted: Sat Jun 24, 2006 4:43 am
by Halleck
esgaroth wrote:Is there a way to change the reflexivity and to add emission textures directly, without the xmesh intermediate step ?
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.

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>

Posted: Mon Jul 03, 2006 7:32 pm
by esgaroth
Thanx a lot ! I guess the 3 values behind KS in the obj mat file are the reflexivity values for the three colours ? I will experiment a bit, and if it works this will save me a lot of future work !

Posted: Tue Jul 04, 2006 5:41 am
by Oblivion
Seeing, I cant comment on the smoothing probs, as I don't know nuthin' hehe. Just squeaking to say that ship is very nice. :D

Posted: Thu Jul 06, 2006 5:50 pm
by GAlex
used map_Ke in my last model, but it does'n work (the model doesn't emit light at all).

why :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted:

Posted: Fri Jul 07, 2006 12:50 am
by klauss
Ugh - sorry. I didn't have time to test anything.
I'll get to it sometime tomorrow, probably. Now I need some sleep.