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[REL|III/VC/SA]MatFX section builder

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_DK
  • _DK

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#1

Posted 25 May 2014 - 05:50 PM

A tool for generating MatFX section binary data from text data (and vice versa).
More info here.
All other information was written to ReadMe file.
Example: weapon with bump+environment maps:
uDXrMPZ.png
-Download-

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XAct'z
  • XAct'z

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#2

Posted 26 May 2014 - 05:27 PM

Nice Tool @_DK, but still cofuse with the tool...


Rafal22
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#3

Posted 09 June 2014 - 05:37 PM

Hi.
Why bump map doesn't work with night vertex color?
How fix it?


flame1251
  • flame1251

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#4

Posted 02 July 2014 - 07:35 AM Edited by flame1251, 02 July 2014 - 07:55 AM.

Hi, _DK. It is very cool to know about this program, but very hard to use it. I read ReadMe, but it still hard. So, this tool creating new section for DFF file with parameters of bump (or some other) effect. We write some needed information about effect in txt file and then, with help of tool, convert to mfx. But what next? Does we must import mfx into DFF file, but how? With RW Analyze? "Import section data"? I doubt that I trying to do these all correct. And what about textures: only with OpenIV and WTD2TXD, or G-TXD will be suitable? For launch OpenIV we must have one of Rage-engine games. :(

_DK
  • _DK

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#5

Posted 02 July 2014 - 10:06 AM

Hello. Nice to see you are intersted in this tool.

For section importing, go to Material->Extension, click Add Section, select Material Effects PLG section. Then RMC on created section -> Import section data, select your .mfx file.

For textures you can use DDS2TXD also (SA only). And if I'm right, you can start OpenIV only having the .exe of any of these RAGE games.

 

While creating my own dff plug-ins, I already added support for bump/environment/blend/normal mapping.

Rcsipvb.png

 

Rm4JHJQ.png

 

hv2m4ZB.jpg

 

n06DB1o.jpg

Dff plug-ins creation is still WIP.

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flame1251
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#6

Posted 02 July 2014 - 10:10 AM Edited by flame1251, 02 July 2014 - 10:13 AM.

Oh, .mfx is for 3ds Max. :) Thanks for answer, I'll wait for your DFF plugins. Max Payne with bump textures scornfully looks at low-res CJ.

_DK
  • _DK

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#7

Posted 02 July 2014 - 10:13 AM

Well, all that instruction was for RWAnalyze actually. .mfx file is not related to 3ds max anyhow.

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flame1251
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#8

Posted 02 July 2014 - 10:20 AM Edited by flame1251, 03 July 2014 - 11:13 AM.

Well, all that instruction was for RWAnalyze actually. .mfx file is not related to 3ds max anyhow.

I read inattentively. :blush: Later I will try all these.

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Dosceve
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#9

Posted 05 July 2014 - 02:33 AM

Amazing and useful tool but it didn't worked for me, can you upload your m4 dff/txd as a base please?


_DK
  • _DK

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#10

Posted 18 July 2014 - 12:54 PM Edited by _DK, 18 July 2014 - 12:55 PM.

You can test normal map plugin:
https://www.sendspace.com/file/7b4uo0
Example of a section is available int the 'txt' folder.
Section must be added to the Material Extension, section ID - Normal Map PLG (0x133).
For Atomic which uses material, add a section Right to Render (0x1F), and import the data:
-Normalmap_skin.rights - for skinned models.
-Normalmap_static.rights - for other models
For skin it'll look like this:
Atomic
  |
  +--Struct
  |
  +--Extension
          |
          +--Right to Render (Skin)
          |
          +--Right to Render (Normal Map)
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