2009-11-06 snapshot (updated again and again...)
Posted: Sat Nov 07, 2009 4:45 am
Changes:
- Normal and specular maps.
- Added 'Skip' key - jumps ahead one second. Defaults to '/'.
To find the normal and specular maps, the game will remove .png from the texture and replace it with _norm.png or _spec.png. If that fails, it will then try removing .jm from the model and replacing it with _norm.png or _spec.png, but only for statues. For bikes and riders, it will fall back to the base texture name with .png replaced (e.g. rm125_norm.png).
The normal maps are tangent space normal maps. The tangent vectors should match the ones that Blender uses.
The specular maps should have the specular color for the RGB values and the shininess for the alpha. If the alpha is fully opaque (alpha=255) it will use the specular value from the model, otherwise, alpha=0 sets the specular exponent to 0, and alpha=254 sets the exponent to 128.
Simple!
Update 2009-11-07:
- Don't use "half" for variable names as it is a reserved word in ATI's compiler.
- Filter norm/spec maps out of the skin list.
Update 2009-11-07a:
- Fixed tangent vector bug for weighted meshes.
Update 2009-11-07b:
- Fixed bug where texture unit 1 was left on after drawing statues.
See? I told you these aren't well tested...
Windows users: http://mxsimulator.com/snapshots/mx-2009-11-07b.exe
Linux users: http://mxsimulator.com/snapshots/mxbin-2009-11-07b
Replace mx.exe or mxbin with one of the above files. I'd keep a backup of the originals since these aren't well tested.
- Normal and specular maps.
- Added 'Skip' key - jumps ahead one second. Defaults to '/'.
To find the normal and specular maps, the game will remove .png from the texture and replace it with _norm.png or _spec.png. If that fails, it will then try removing .jm from the model and replacing it with _norm.png or _spec.png, but only for statues. For bikes and riders, it will fall back to the base texture name with .png replaced (e.g. rm125_norm.png).
The normal maps are tangent space normal maps. The tangent vectors should match the ones that Blender uses.
The specular maps should have the specular color for the RGB values and the shininess for the alpha. If the alpha is fully opaque (alpha=255) it will use the specular value from the model, otherwise, alpha=0 sets the specular exponent to 0, and alpha=254 sets the exponent to 128.
Simple!
Update 2009-11-07:
- Don't use "half" for variable names as it is a reserved word in ATI's compiler.
- Filter norm/spec maps out of the skin list.
Update 2009-11-07a:
- Fixed tangent vector bug for weighted meshes.
Update 2009-11-07b:
- Fixed bug where texture unit 1 was left on after drawing statues.
See? I told you these aren't well tested...
Windows users: http://mxsimulator.com/snapshots/mx-2009-11-07b.exe
Linux users: http://mxsimulator.com/snapshots/mxbin-2009-11-07b
Replace mx.exe or mxbin with one of the above files. I'd keep a backup of the originals since these aren't well tested.