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Author Topic: Environment Texture Overhaul  (Read 4582 times)

Offline [archive] Beerdude26

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Re: Environment Texture Overhaul
« Reply #15 on: January 17, 2007, 05:24:00 PM »
                Ok guys, I really need some help with these cubemaps, or you can say bye-bye to your normal maps. (What the hell are color maps?)
 
 Here is my thread: http://www.forumplanet.com/planetvampire/topic.asp?fid=9644&tid=1991767
 
 Currently, I am unable to build the cubemaps (reflective cubes) in any level. Normal maps rely on these cubemaps to get their depth. Unless you can make me a nasty hack that illuminates the entire map before you even get to see it (This could be achieved with some meddling in the weapon files and the "fadein" and "fadeout" commands), I'm pretty much stuck here. Right now, I'm going to try and get VTMB maps and textures to load in the current Source engine Half-Life 2 uses, and see if I can build the cubemaps from there.                        

 

                                                  

Offline [archive] Czud2

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Re: Environment Texture Overhaul
« Reply #16 on: January 18, 2007, 10:59:00 PM »
                In Reply To #16
 
 I was going to see about getting VampEd to view cube maps but after spending some time looking through the packfiles I couldn't find any...                        

 

                                                  

Offline [archive] Beerdude26

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Re: Environment Texture Overhaul
« Reply #17 on: January 21, 2007, 04:59:00 PM »
                In Reply To #17
 
 To my knowledge, cubemaps are always saved in the *.bsp files themselves. Maybe I should download a map decompiler.                        

 

                                                  

Offline [archive] Czud2

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Re: Environment Texture Overhaul
« Reply #18 on: January 21, 2007, 10:49:00 PM »
                In Reply To #18
 
 Ahh, I have never actually bothered to look in the asset chunk inside the bsp as I only have basic wireframe rendering of the map working... Finishing off some Packfile Explorer (aka VampEd) UI changes at the moment but will take a look after 1.56 is released.
 
 
 [added Jan 22 2007 10:55PM]
 
 In Reply To #18
 
 Curiosity got the better of me,  first the cube maps section in the bsp seems to contain 16 bytes per cube map specifying a world position?  The zip section then contains tth\ttz textures with a file name constructed from that position.  Once the zip section is extracted from the bsp VampEd can already display the first side of the cube map textures. Not sure yet but it seems likely that the other 5 sides simply follow in the ttz probably with a flag the specify their existence.  Since the bsp is just a packfile itself any section can be removed without effecting the others.  The two sections in question are a very simple 16 byte structure and a normal zip file containing fairly standard looking ttz textures so unless I am missing something it really doesn't seem very difficult at all.
 
 Here's some data from the first couple of maps...
 
 ch_cloud.bsp
 CLUMP_CUBEMAPS offset 0x00044a80 length 0x00000010
 
 88 ff ff ff  f4 00 00 00  2c 00 00 00  00 00 00 00  // -120, 244, 44
 
 CLUMP_PAK
 
 cubemapdefault.tth
 c-120_244_44.tth
 
 
 ch_dragon_1.bsp
 CLUMP_CUBEMAPS offset 0x0014ac7c length 0x00000050
 
 d8 ff ff ff  9c 00 00 00  eb 00 00 00  00 00 00 00  // -40, 156, 235
 c2 ff ff ff  9c 00 00 00  eb 00 00 00  00 00 00 00  
 65 ff ff ff  43 00 00 00  ce 00 00 00  00 00 00 00  
 00 ff ff ff  d1 02 00 00  01 01 00 00  00 00 00 00  
 4a fe ff ff  e0 ff ff ff  47 00 00 00  00 00 00 00  
 
 CLUMP_PAK
 cubemapdefault.tth
 c-155_67_206.tth
 c-256_721_257.tth
 c-40_156_235.tth
 c-438_-32_71.tth
 c-62_156_235.tth
 
                       

 

                                                  

Offline [archive] Beerdude26

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Re: Environment Texture Overhaul
« Reply #19 on: January 23, 2007, 03:01:00 PM »
                In Reply To #19
 
 Yes, I know the cubemaps are there. But you need to rebuild them for the bumpmaps to work. Normally you use the command "buildcubemaps" for this, but some annoying .dll file prohibits this. I've also tried building the cubemaps in the current Source engine, but it wouldn't load the map (wrong type, bsp 17 instead of bsp 20).                        

 

                                                  

Offline [archive] Czud2

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Re: Environment Texture Overhaul
« Reply #20 on: January 23, 2007, 11:04:00 PM »
                In Reply To #20
 
 Are there no programmers left here at all?  As I said, the cube map clump only holds their positions and is the same in both version of the BSP.  The cube map textures inside of the Bloodlines zip clump are in .tth format like all the other textures in the game and therefore need converting from .vtf...
 
 I am heading off on holidays day after tomorrow for a few weeks, might be able to find some time to help out when I get back if you can't get anyone else...                        

 

                                                  

Offline [archive] Beerdude26

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Re: Environment Texture Overhaul
« Reply #21 on: January 24, 2007, 04:46:00 PM »
                Ok, update: I made a cfg hack that lights up the entire map and thus makes the bumpmaps visible instead gigantic black blocks.
 
 This is the CFG file I'm using (named test.cfg):
 
 <code>exec WAITALIAS
 
 fadeout 1
 vamplight_radius 60000
 wait250
 vamplight_enabled 1
 wait250
 +forward
 wait250
 -forward
 wait250
 +back
 wait250
 -back
 wait250
 vamplight_enabled 0
 wait250
 vamplight_radius 200
 fadein 3</code>
 
 WAITALIAS is just some extra code for the wait250 commands.
 
 Anyway, I tried to execute the cfg whenever it loaded the main config.cfg by adding exec test to it, but it seems it only wants to read from script files. Now, is there someone here who knows if it can be incorporated into some Python code or whatever? Because otherwise you would have to bring up the console and put in those vamplight commands manually, walk around for a few seconds and then bring them to default again, which is just as annoying tbh tongue                        

 

                                                  

Offline [archive] WardukeX

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Re: Environment Texture Overhaul
« Reply #22 on: February 03, 2007, 05:52:00 PM »
                Man I sure wish I could help you guys.  Funny thing is I am an A+ and MCP that owns a small computer company lol.  Go figure .. another tech that cant program or even draw a simple tree with photoshop LMAO!  I really do want to get into modding though and be able to make cool skins and other things with this game.  If you can send me to a link with a tutorial for "dumbies" maybe I can learn? (knocks on wood).  But I really do salute you guys for the frigging amazing mods you guys can put out there.. I love them.                        

 

                                                  

Offline [archive] Boehlke

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Re: Environment Texture Overhaul
« Reply #23 on: February 15, 2007, 09:37:00 AM »
                So, how's this project going? It's really interesting, I hope for the love of god you will be able to finish it...
                       

 

                                                  

Offline [archive] DaedalusRaistlin

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Environment Texture Overhaul
« Reply #24 on: February 23, 2007, 02:58:00 AM »
                You guys might found the Bloodlines Revival project interesting, have a look at the thread http://www.forumplanet.com/planetvampire/topic.asp?fid=9644&tid=2026395
 
 We're trying to bring Bloodlines to the latest Source engine, one of the benefits of this is that all normal maps and cubemaps will work fine.                        

 

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