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Modding InfoCenter - The Material Definition (TXMT): a visual reference table *Update*
9 Attachment(s)
There are countless ways to modify the appearance of an object, simply by tweaking a few settings In SimPE.
In my need to understand the texture section of an object and the different ways to influence it, I came across the idea of an illustrated systematic testing of all the TXMT parameters. This isn't really a tutorial that explain you things step by step, but more a compilation of information found everywhere on Mts2, with comparative pictures and tests, organised in a hopefully convenient way. A sort of visual reference table. - Introduction: covers a few generalities. - Part 1: Basics settings (texture enabling, mesh test settings, lightning, colouring, glow effect) - Part 2: Reflection settings (enabling, EnvCube map names & look, adding a custom reflection) - Part 3: Blend settings (transparency and alpha, blending, additive, glass effect with/without texture) - Part 4: Texture animations (tile, rotate, scale, translate and UV coordinate) - Part 5: Bump Map settings (creating bump/normal map, bump enabling a mesh, adding bump map to recolour) + bump tester (see also post#24) Documents are in PDF format - part 2 contain a .txt with EnvCube names, a package with texture for custom pearly reflection and a .txt with install instruction. - part 5 contain a package of a base game object recolour to test Bump/Normal abilities of your computer. I hope that this work will bring more answers than questions... Pixelhate. 2009 |
Oh! Thank you! This actual might help me with my current problem. You posted it at the perfect time!
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Great Work!!! I can sure use it....Thanks
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Thank you so much!!
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You, my european friend, are a LIFESAVER. I thought that i'd have to figure it out on my own.
Quick question: If I make an object glow like a lamp (aka not affected by darkness) but give off no light, will a reflective sheen still show up over it, or will the shine be lost in the glow? |
My pleasure!
Quick answer: glow in the dark (Emissive) + EnvCube will both be shown. You may need to adjust the settings to obtain the desired effect. |
ah, thank you. I needed it to both glow in the dark and be shiny, so this will work marvelously.
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next question: can glow be assigned to a sim mesh?
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I have no idea on that one, you'll have to test and find out... and let me know.
Sorry.. |
Now where is that darn thanks button that I'd like to press over and over again This is going to be an essential reference point for anyone wanting to dabble with the txmts. I know I shall be using your guides ALOT. Thankyou, thankyou, thankyou!
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Ah, mais, c'est la vie. Pas de probleme. (I think you speak french? As do I. )
Edit: I THINK i got both of them to work at the same time. *looks* yes, it works. It has to be done on an alpha group, but it works. |
No thanks button?
So, I want to thank you very much for all the great work you put into this exploration! I know this is very useful for creators. hexameter |
God when I saw this I was so excited!!! I have wanted something like this for so long!!!
I love fiddleing with the material definition and I usually get some hideous colorful thing in the game. LOL! THANKS SO MUCH!!! |
This is so useful! Thank you very much!
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thank you - I am working on making my own textures so this will be handy
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Thread moved to the Modding InfoCenter: now there is a "Thanks" button!!! -
*furiously clicks the Thanks button multiple times, though knowing that only 1 thank will be added * Also, Groovilicious' posts with additional info about the TXMT have been moved back to the TXMT Discussion Thread, as per Pixelhate's request. |
This thread is not tagged but files are missing.
I have so many different versions that I'm lost on which was uploaded... Thanks a lot. |
The thread is not tagged but it is on our list of missing files =). Also, if you click on the "View Custom Content" link next to the non-existing uploads above, you can still see the exact filenames, sizes and timestamps of everything that was in there -- perhaps that helps you to find the correct version.
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Well, take it out of the list , I guess it's settle now.
Many thanks to all for the hard work behind the scene !! |
The cubes that clearly show the effects of changing certain TXMT parameters are exactly what this kind of tutorial needs, glad to see them. I'll take a closer look later.
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Pix! thank you for this! Downloaded! I hope I will be able to make some good object someday and do honour your instructions, even if I must say I learnt to play (a little) with envcube thanks to you ... so, there's a hope maybe?
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I know this is a bit late in coming, but thanks, brother. I just recently noticed this tutorial. I had a fair understanding of how the TXMT resource worked, but this really makes clearand concise. Huge thanks, especially for the bit about adding environment cubes to objects that don't have them. Well done, Pix.
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nice! i have always been interested in the sims 2 engine stuff
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2 Attachment(s)
PH --
Here is the recolor I promised for people to check whether they can see bump maps or not. The example picture is included in the .rar It is yours to do with as you desire. |
Thanks ! I've just made something similar with a base game urn. I'll use more of your ideas. I'll contact you soon..
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