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R9Hat19 Shadows


SovietTiger

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So I'm still doing stuff. And this time, I took the R9Hat19 - Gotham City Police Officer's cap, and edited a Soviet Union's military parade cap.

But I've found that is not enough deleting the plate on the cap. Even without the badge, it leaves a shadow. 

Besides giving the order in the R9Hat19_pass.txt file to "not to cast shadow", is there any other way to loose the shadow of the plate/badge?

Is this a texture issue or a mesh one?

 

screenshot_22_10_25 23_15_29.jpg

screenshot_22_10_25 23_15_38.jpg

screenshot_22_10_25 23_21_58.jpg

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5 hours ago, SovietTiger said:

So I'm still doing stuff. And this time, I took the R9Hat19 - Gotham City Police Officer's cap, and edited a Soviet Union's military parade cap.

But I've found that is not enough deleting the plate on the cap. Even without the badge, it leaves a shadow. 

Besides giving the order in the R9Hat19_pass.txt file to "not to cast shadow", is there any other way to loose the shadow of the plate/badge?

Is this a texture issue or a mesh one?

 

screenshot_22_10_25 23_15_29.jpg

screenshot_22_10_25 23_15_38.jpg

screenshot_22_10_25 23_21_58.jpg

Just had a look at what's in my game.  The default .txf for the file reads "RGBA_8888" "Opaque".

Try changing that to "RGBA_8888" "AlphaMask" and see if that works.

Nice job on the hat by the way  :classic_smile:

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null0.JPG

It's a mesh issue. The badge is a mesh and it throws a shadow, doesn't matter if you have made it transparent.
If you are using hook5 you can disable the shadows in the pass file. But unfortunately that will not fix it for non-hook users.

If you want I can adjust the cap for you.

 

7 minutes ago, aardy said:

Try changing that to "RGBA_8888" "AlphaMask" and see if that works.

If you have set it to "AlphaBlend" for the screenshots above, then this could work.

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43 minutes ago, sexybastardo said:


If you are using hook5 you can disable the shadows in the pass file. But unfortunately that will not fix it for non-hook users.
 

In my non-Hook install, just editing out the badge makes no difference - not a shadow, but the whole badge remains.

But additionally setting the .txf to AlphaMask works fine:

ScreenCap_02.jpg

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2 hours ago, aardy said:

Nice job on the hat by the way  

Well, thank you good sir. I've learned how to resize items to work with them and the works isn't finished yet, but it is in a good path.

 

2 hours ago, sexybastardo said:

null0.JPG

It's a mesh issue. The badge is a mesh and it throws a shadow, doesn't matter if you have made it transparent.
If you are using hook5 you can disable the shadows in the pass file. But unfortunately that will not fix it for non-hook users.

If you want I can adjust the cap for you.

 

If you have set it to "AlphaBlend" for the screenshots above, then this could work.

Well, that would be awesome.

But here is the thing, I did one of the most difficult parts:

Took it to blender to create a UV file. There I saw the badge sitting right there and thought maybe there was a workaround without making a new mesh.

I would like to do it myself. Can I bother you if I come to some issues to make it happen? (I'm sure I will have a hard time).

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26 minutes ago, SovietTiger said:

Well, thank you good sir. I've learned how to resize items to work with them and the works isn't finished yet, but it is in a good path.

 

Well, that would be awesome.

But here is the thing, I did one of the most difficult parts:

Took it to blender to create a UV file. There I saw the badge sitting right there and thought maybe there was a workaround without making a new mesh.

I would like to do it myself. Can I bother you if I come to some issues to make it happen? (I'm sure I will have a hard time).

open it up in blender.

Select the object.

Go in to edit mode and press A to deselect all. (Set it to wireframe in the viewport will make this easier.)

Now select the vertices you want to remove and press delete or X. then delete vertices. You can do this by selecting each vertices or use B to boxselect.

Hope this helps

 

 

ctrl Z is the oh shit i fucked up button 🙂

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1 minute ago, Sexvision said:

open it up in blender.

Select the object.

Go in to edit mode and press A to deselect all. (Set it to wireframe in the viewport will make this easier.)

Now select the vertices you want to remove and press delete or X. then delete vertices. You can do this by selecting each vertices or use B to boxselect.

Hope this helps

Thank you. Yes, I know how to do that. The hard part is porting it to the game.

I did it once and did a fair job... But I remember it was so hard it gives me some sort of PTS thinking on weight painting and stuff like that 😅

But one must dominate our own fears, right?

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Just now, SovietTiger said:

Thank you. Yes, I know how to do that. The hard part is porting it to the game.

I did it once and did a fair job... But I remember it was so hard it gives me some sort of PTS thinking on weight painting and stuff like that 😅

But one must dominate our own fears, right?

never made a hat. I would run it through CollaTKane and just take the object part of the code and replace that in the original code. Not sure if that would work though.

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1 hour ago, SovietTiger said:

Thank you. Yes, I know how to do that. The hard part is porting it to the game.

I did it once and did a fair job... But I remember it was so hard it gives me some sort of PTS thinking on weight painting and stuff like that 😅

But one must dominate our own fears, right?

Hats don't need weight painting. It looks like to me that the faces are inverted. if you have some experience with blender you can flip the faces.

It works so that every face has to sides. Inside face "red" and outside face "blue". You see through red face but not through blue face so blue face has to be outside. Sometimes is not 🙂  

But you could try to change .txf file to :

"RGBA_8888" "AlphaBlend" 

Hope it helps 🙂 

 

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34 minutes ago, sadekhnd said:

Hats don't need weight painting. It looks like to me that the faces are inverted. if you have some experience with blender you can flip the faces.

It works so that every face has to sides. Inside face "red" and outside face "blue". You see through red face but not through blue face so blue face has to be outside. Sometimes is not 🙂  

But you could try to change .txf file to :

"RGBA_8888" "AlphaBlend" 

Hope it helps 🙂 

 

Cheers buddy.

Good to see you Sade 🙂

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The simplest solution worked like a charm:

Inside the .txf file, changed "opaque" to "alphablend" and the badge's shadow disappeared. 

Thank you to all who interested in the topic @aardy @sexybastardo @Sexvision and @sadekhnd.

Soon or later, tho, I would need to battle blender again 😉 

screenshot_22_10_26 10_35_09.jpg

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For everyone who want to know more about the txf file, I saved a description (I think it was from Avarteas):
 

Spoiler

For anyone wondering what TXF files are and how to use them: 
    
    Briefly, TXF files define how the transparency/opacity of your textures is handled. Bookmark this page for future reference.

    You have probably noticed most textures include an identically named "*.txf" to go with it. 
    These are simply text files that define how the transparency (or lack there of) is handled. 
    They can NOT make an opaque/solid texture sheer or transparent, but they CAN turn a sheer or transparent texture opaque if set incorrectly. 
    
    All values are 8-bit RGBA (Red/Green/Blue/Alpha*) format. Alpha is optional based on format. "L" is for grayscale textures.

    *Create a text file and enter the appropriate information (only a single line of text) and save it with the same name as the texture it belongs to except use the ".txf" extension.
----------------------------------------------------------------------------------------------------------------------------------------    
    *[ Reportedly .txf-Files are prone to misbehave so copy a known working one instead of creating a .txt-file and changing the extension, then rename the copied .txf appropriately.
    All parameters should be written on a single line:
    
            Line1:    "RGBA_8888" "AlphaBlend"
    Not:
            Line1:    "RGBA_8888" 
            Line2:    "AlphaBlend"
    ]
----------------------------------------------------------------------------------------------------------------------------------------
            "RGB_888" "Opaque"
            "L_8" "Opaque"
    No alpha transparency or cut outs. Use this option when the modded texture doesn't need to cut-out any parts of the mesh and has no semi-transparent areas. 
    Using "L_8" as first parameter will make the texture grayscale.
----------------------------------------------------------------------------------------------------------------------------------------
            "RGBA_8888" "AlphaMask"
            "LA_88" "AlphaMask"
    For simple cut-outs of mesh parts. Use this option if the texture has no semi-transparent areas. 
    This option can be safely used instead of "Opaque" as long as the texture image is not using alpha channel. 
    Using "LA_88" as first parameter will make the texture grayscale.
----------------------------------------------------------------------------------------------------------------------------------------
            "RGBA_8888" "AlphaBlend"
            "RGBA_8888" "AlphaBlend/WriteZ"
            "LA_88" "AlphaBlend"
            "LA_88" "AlphaBlend/WriteZ"
    These options provide full alpha transparency support. Unfortunately, this may also create rendering artifacts when object collusion occurs, 
    so don't use "AlphaBlend" unless you really need semi-transparent areas. Using "LA_88" as first parameter will make the texture grayscale.

WriteZ!
    WriteZ option modifies the way object collisions are handled. There's no general rule when to use it. You should try the texture mod without WriteZ first, 
    then add it and compare the result to see which looks best. For dress/top/bra/necklace textures, it's a good idea to test the textures on long-haired models. 
    I've found adding "WriteZ" can give necklaces priority over clothing so you can see them.
----------------------------------------------------------------------------------------------------------------------------------------
            "L_8" "Add"
    Greyscale image used to add white to all three channels of the underlying texture. Black does not do anything, grey lights up medium and white is for maximum brightness.

            "RGBA_4444" "AlphaBlend"    -> uses only 16bit but provides 4096 colors + 16 alpha shades
            "RGBA_5551" "AlphaMask"        -> uses 16bit 32768 colors plus 1bit for mask which is sufficient for many cloth textures
            "RGB_565" "Opaque"            -> uses 16 bit too and 65536 colors
            "LA_88" "AlphaBlend"         -> 16bit grays tones but with 256 alpha shades
            "LA_44" "AlphaBlend"         -> best compression to 8bit still providing 16grays and 16 alpha shades
            "LA_44" "AlphaMask"         -> same as above just only 1bit alpha mask 
                                        (I guess alphamask is faster processed than alphablend in most gfx hardware)
            "L_8" "Opaque"                 -> just 256 grays

 

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