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BC Forums => BC Modding => Topic started by: Maxloef on December 28, 2008, 04:30:49 PM

Title: the Guide on how to get fully working specular maps WITH nano fx 2.0 Beta
Post by: Maxloef on December 28, 2008, 04:30:49 PM
Ive looked on bcfiles and apparently noone figured out how to fix nano FX and the specular maps...

so i figured id dig deeper and see if i could find anything, i rememberd people saying it was impossible

well here is the fix

scripts\Custom\NanoFXv2\NanoFX_ScriptActions.py

Code: [Select]
def TurnOnLights(pAction):

### Quickly Turn off Game Glow Maps then Back on ###
if Custom.NanoFXv2.NanoFX_Config.eFX_FixBrightGlows == "On":
if (App.g_kLODModelManager.AreSpecularMapsEnabled() == 1):
App.g_kLODModelManager.SetSpecularMapsEnabled(1)
if (App.g_kLODModelManager.AreGlowMapsEnabled() == 1):
App.g_kLODModelManager.SetGlowMapsEnabled(0)
App.g_kLODModelManager.SetGlowMapsEnabled(1)
###
return 0
###

scripts\MainMenu\Mainmenu.py

Quote
      and App.g_kLODModelManager.AreSpecularMapsEnabled() == 1

same file under graphicsmaster


###############################################################################
#   GraphicsMaster
#
#   Return:   None
###############################################################################

Quote
      # Specular
      App.g_kLODModelManager.SetSpecularMapsEnabled(1)
      pButton = GetButton (pParent, pDatabase.GetString("Specular Highlights"))
      if (pButton):
         pButton.SetChosen (1)


^ this line is in there 3 times... for each LOD when u change these files, u can have specular highlights in nanofx2 even when u get hit...




Title: Re: the Guide on how to get fully working specular maps WITH nano fx 2.0 Beta
Post by: Bren on December 28, 2008, 04:35:13 PM
Does this eliminate the bright glow bug?
Title: Re: the Guide on how to get fully working specular maps WITH nano fx 2.0 Beta
Post by: MLeo on December 28, 2008, 05:58:22 PM
From what I see it won't.

Correct me if I'm wrong, but all you did was change a 0 into a 1, right?

If you had dug a bit even deeper, you would have seen that the disabling of the specular maps (for which this is a fix, right?) is infact part of the "Fix Bright Glows Bug".



I do appologize if I got any of this wrong.
Title: Re: the Guide on how to get fully working specular maps WITH nano fx 2.0 Beta
Post by: Maxloef on December 28, 2008, 06:05:06 PM
Fixing bright glow bug?
Title: Re: the Guide on how to get fully working specular maps WITH nano fx 2.0 Beta
Post by: MLeo on December 28, 2008, 06:10:52 PM
Did you see the part highlighted in bold?
if Custom.NanoFXv2.NanoFX_Config.eFX_FixBrightGlows == "On":


The reason that's in there is because of a bug with BCs specular handling, that is triggered when you turn the lights off, and then on. Just like what is happening in that function. But you won't notice that when you have specular lights off.
Title: Re: the Guide on how to get fully working specular maps WITH nano fx 2.0 Beta
Post by: Maxloef on December 29, 2008, 06:33:28 AM
yeah but the thing is i have no such thing as super bright glows? i only saw that all the lights were really bright when i didnt let it read the proper _Spec line in the ship.py file.. but when i applied a proper specular map... it worked just fine O.o no bright glows here... could u get a screenshot or something?

after some research.. this is NOT a bug... the bright glow is more an error on all modders parts that was simply overlooked... like all games that have specular maps... u need to make the windows and all other light emitting sources on the ship BLACK... in the specular maps if u look at stock spec maps they turned the lights off...

my god that this was overlooked... this also explains why my recently ported ships dont have the bug...
Title: Re: the Guide on how to get fully working specular maps WITH nano fx 2.0 Beta
Post by: Kirk on December 29, 2008, 11:58:06 AM
Stock specular maps didn't even have alpha channels.
Title: Re: the Guide on how to get fully working specular maps WITH nano fx 2.0 Beta
Post by: MLeo on December 29, 2008, 12:14:49 PM
yeah but the thing is i have no such thing as super bright glows? i only saw that all the lights were really bright when i didnt let it read the proper _Spec line in the ship.py file.. but when i applied a proper specular map... it worked just fine O.o no bright glows here... could u get a screenshot or something?

after some research.. this is NOT a bug... the bright glow is more an error on all modders parts that was simply overlooked... like all games that have specular maps... u need to make the windows and all other light emitting sources on the ship BLACK... in the specular maps if u look at stock spec maps they turned the lights off...

my god that this was overlooked... this also explains why my recently ported ships dont have the bug...
If you _don't_ have the bug, then just turn off the "Fix Bright Glows" feature.

What you propose isn't a fix, it's a break, suddenly, an existing feature is broken.