[SOLVED]Rebellion Textures Displaying Differently

Ok, I've made models in Milkshape for awhile, export them as OBJ, convert them to XSI in Softimage and then use the already in-game textures on the mesh I made.

In Diplomacy, they look fine but in Rebellion--using the Rebellion textures, they are very bright.

Any ideas what's going on here anyone?

I did add the extra line to the mesh as per Rebellion and haven't touched the in-game textures in any way.

6,696 views 10 replies
Reply #1 Top

Here is the Rebellion one. 

Same mesh and each using the already in-game texture.

Reply #2 Top

1st you need to use the same skybox for your tests, each one emits different light. Dev -> Render -> Skybox

Uploaded new mesh of this to the Skydrive. Your .xsi did not have a rootpoint or any meshpoints so I just added a few for testing.

Also add the line Reb needs for the mesh.

Reply #3 Top

Ah--it had NO tangents--that was the problem. Fixed now.

Reply #4 Top

Also check that your new mesh file has the same "Glossiness" value, to that of the originals, if you haven't already.

Reply #5 Top

Hard to tell on the Kol.   I'll look it over a little more now as I just got back.

Reply #6 Top

Quoting Sinperium, reply 6
Hard to tell on the Kol.   I'll look it over a little more now as I just got back.
End of Sinperium's quote

You going to make that available for any mod? It's pretty sweet looking.

Reply #7 Top

Quoting ZombiesRus5, reply 7

Quoting Sinperium, reply 6Hard to tell on the Kol.   I'll look it over a little more now as I just got back.

You going to make that available for any mod? It's pretty sweet looking.
End of ZombiesRus5's quote

Yes.  I'd appreciate a mention if you would but anyone can freely use it as they like for a Sins mod.

Gum not included.

Reply #8 Top

isn't there also entity file min/max shadow?

Reply #9 Top

Quoting Sinperium, reply 6
Hard to tell on the Kol. I'll look it over a little more now as I just got back.
End of Sinperium's quote

In the Kol's mesh file.

TXT
MeshData
    maxDiffuseMipLevel 0
    hasValidTangents TRUE
    BoundingRadius 414.046265
    MaxBoundingExtents [ 129.605881 109.220428 413.758118 ]
    MinBoundingExtents [ -94.877136 -166.864258 -397.996979 ]
    NumMaterials 1
    Material
        DiffuseTextureFileName "CapitalTechBattleship-cl.dds"
        SelfIlluminationTextureFileName "CapitalTechBattleship-da.dds"
        NormalTextureFileName "CapitalTechBattleship-nm.dds"
        DisplacementTextureFileName ""
        TeamColorTextureFileName ""
        Diffuse ffffffff
        Ambient ffffffff
        Specular ffffffff
        Emissive ffffffff
        Glossiness 35.000000       } this value could be 50 in the mesh file of your damaged KOL. If its 35 then this is OK and it was just the tangents.

 

It Is a very cool looking ship, Thanks for sharing.

EDIT; Oh oops! Just found the other thread with the link. I see this is not the case, forget I said anything.

Reply #10 Top

It was showing as 50--but it was missing tangents.  That fixed it.

YW--have fun with it.