<scratching his...>
Good points :-) My copy of the Omnibus isn't working at the moment (because I have Java 7.7?).
So, instead of letting the grumpy dwarf make things last night, I ran the battery down to zip playing with TXI. And crashing. A lot.
Some of my findings are intriguing :-) But first, some images...
Wings with irredescence in the wingmodels.2da
Wings with irridescence in the .txi (and *not* in the .2da)
Creature with same wings, same texture, same irridescence in .txi and *not* in .2da
Note: on *wings*, 2da reflection overrides .txi - contrary to how it works on items, placeables & creatures.
Wings beating, everything cool...
Split-second later, flicker as the pixie becomes transparent.
Intriguing image... the visual bug is somehow related to the amount of *alpha* in the texture - note how the edges with much more alpha behave correctly? The effect occurs whether irridescence is in the .2da or in the (mostly ignored) .txi.
Further note: Applying various combinations of "isbumpmap" and "bumpreplacetexture" (with some other settings, including a clone of the shinywater.txi) results in either nothing or a crash. Tried OTR's trick of a sacrificial texture (actually a bump map for the veins) with bumpreplacetexture... crash.
Combine these experiences with shinywater's much deserved reputation and
Torlack's0x0234 Pointer to the texture 0 vertex data, stored in the raw data region, -1 if not present
0x0238 Pointer to the texture 1 vertex data, stored in the raw data region, -1 if not present
0x023C Pointer to the texture 2 vertex data, stored in the raw data region, -1 if not present
0x0240 Pointer to the texture 3 vertex data, stored in the raw data region, -1 if not present
(Thanks, OTR) - pointers in the model format to *four* textures... one is diffuse color map and one is reflection map...
I think Bioware was trying to roll their own bumpmap engine and failed (isbumpmap was only used in shinywater in the OC, so far as I can see).
What's intriguing about that is if we can find the hook in the engine, perhaps we can turn that functionality back on, but using GFX cards for bump mapping and even normal mapping (that fourth texture slot).
Map the bumpmap texture to the model in Max, include the "isbumpmap" .txi with bumpreplacetexture command pointing to the diffuse map and envmap command pointing to the reflection map?
Hmmm.... wonder what Virusman is up to these days? ;-)
<...itch>
Modifié par Rolo Kipp, 25 octobre 2012 - 06:02 .