Jump to content


How to make Shiny windows in Generals


7 replies to this topic

#1 Axel of Sweden

    <Custom title available>

  • Member
  • 739 posts
  • Projects: Operation Garbo

Posted 24 November 2007 - 21:33

the method used to simulate reflection in generals aspecilay on windows is known to only a few modders

It,s a pretty complicated processes for a beginner, but once you learned it, your models will look 100% better

This Effect can be found in generals on most civilian cars and buildings and the Comanche


So this is how you do it


Step 1.

Extract the Lakedusk.dds from Textures.Big
(Any other Texture will do but Lakedusk will look the best)
Convert it into TGA Format in order to use it in Gmax
Make sure the texture youre using have alpha channel
and on the Spots where you want it, such as windows etc.


Step 2.

Start up Renx

open the Renegade material editor

Posted Image

Select Pass 1 and do like this

Posted Image

Then go back to Properties and change the "Pass count" to 2

Then select the newly appeared Pass 2 and do it like this

Posted Image

Then go to "Textures" and select and apply yur texture with added alpha layer


The result should look something like this

Posted Image

Notice the Glossy finish on the windows, that,s what the tutorial is about
Posted Image
Posted Image

#2 Creator

    Newbie

  • Member
  • 6 posts

Posted 01 December 2007 - 12:02

It does not work. Windows just blink with different colors.

Posted Image

And there is another thig. The cube with reflections. It is made with your method too. Everything is ok in 3d max. But it turns into piece of shit in game.

Posted Image
Posted Image

Edited by Creator, 01 December 2007 - 12:14.


#3 Zeke

    The X General

  • Project Team
  • 3,499 posts
  • Projects: Deep Impact (formerly EC)

Posted 05 December 2007 - 03:00

You need to make the glass part transparent

Example:

Posted Image
Old (Left)>>>>>>>>>>New (Right)

Result:
Posted Image
Meh not that good but you get the ideer :)

Edited by Zeke, 05 December 2007 - 03:10.

Posted Image

#4 Ellipsis

    <Custom title available>

  • Member
  • 806 posts
  • Projects: Co-Leader of Zero Hour:Unleashed

Posted 05 December 2007 - 03:06

Hmm...looks interesting.

By any chance are you the Creator from Contra?
Posted Image
Thanks for the sig and avatar, 'Dr.

#5 Stalker

    All Purpose ZH Modder

  • Project Team
  • 568 posts
  • Projects: secret stuff.

Posted 29 January 2009 - 20:00

One of the pictures doesn't work. Coulld you please re-upload it.

is Pass 1 or Pass 2 lakedusk.tga?
Posted Image

#6 Stinger

    .

  • Gold Member
  • 8,156 posts

Posted 29 January 2009 - 22:05

This is an intermediate level tutorial so it is assumed that you already have the knowledge to extract .dds files.

In other words, there is no missing picture. :cool:

#7 Stalker

    All Purpose ZH Modder

  • Project Team
  • 568 posts
  • Projects: secret stuff.

Posted 30 January 2009 - 15:35

View PostAxel of Sweden, on 24 Nov 2007, 22:33, said:

...
Select Pass 1 and do like this

Posted Image
...


There should be a picture right? It shows an X for me.

So I don't really know what to do with Pass 1 (I know it is for the lakedusk.tga but not what shader or vertex material I should use.)
Posted Image

#8 Zeke

    The X General

  • Project Team
  • 3,499 posts
  • Projects: Deep Impact (formerly EC)

Posted 18 December 2012 - 06:46

View PostStalker, on 30 January 2009 - 15:35, said:

View PostAxel of Sweden, on 24 Nov 2007, 22:33, said:

...
Select Pass 1 and do like this

Posted Image
...


There should be a picture right? It shows an X for me.

So I don't really know what to do with Pass 1 (I know it is for the lakedusk.tga but not what shader or vertex material I should use.)


Pass 1 texture settings (Take note I'm using 3ds Max 7 so I'm using .dds):

Posted Image

If one of the mods can replace the broken image with this, that would be great.

Edited by Zeke, 18 December 2012 - 06:49.

Posted Image





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users