Product Chat / What D2 file does?

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3com
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Posted: 26th May 2016 21:41
Hi guys
I've some doubt about what it does, and if it works with GG too.
I've seem IE: "mytexture_D.dds" and "mytexture_D2.dds", and I don't seen any difference between both.

I've seem those files meanly in Classic, but it works in GG too?

Thanks in advance for any tip.

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Bored of the Rings
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Posted: 26th May 2016 21:44
_D2 and _D determine the effect that gets applied to the model
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Belidos
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Posted: 26th May 2016 22:23 Edited at: 26th May 2016 22:32
Quote: "_D2 and _D determine the effect that gets applied to the model"


Could someone elaborate on that please, it's something I've been meaning to ask about for ages, what effects are they? what do they do? How are they used?

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brco900033
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Posted: 26th May 2016 22:26
I thought the D2 textures where unused?
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3com
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Posted: 26th May 2016 22:34
...And when/where we has/should to use them?

I also affraid it is unused file, anyway I would want to know about.

Thanks guys 4 the tips.

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3com
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Posted: 26th May 2016 22:45
Cosmic Prophet

Quote: "The D2 textures were needed for the standard bump shader used in classic"


Sparrowhawk

Quote: "Lee has confirmed both _D2 and _D are the same, and _I are obsolete so I will change my code to reflect this also."


https://forum.game-guru.com/thread/208929

So, all is clear now.

Thanks guys.

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Belidos
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Posted: 26th May 2016 22:56 Edited at: 26th May 2016 23:01
_I is not obsolete, it's the illumination map, it makes textures do this :


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rolfy
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Posted: 27th May 2016 00:36 Edited at: 27th May 2016 01:00
Quote: "The D2 textures were needed for the standard bump shader used in classic"
I think this is wrong, D2 is a texture used when shader is not applied in fpe or effect maps aren't present, it has AO baked into the texture to replace shader effect. _D is a 'flat' colour map which is used with any normal and spec to give the model any resolution, you don't use the _D2 in GG as it isn't recognised. Use only the _D _N and _S etc in GG..

It may be that you want to use the baked AO texture with the shader rather than flat so rename the diffuse _D2 to _D . Only _D texture will work with the effect maps. _D2 is an old FPSC Classic feature not used in GameGuru.
3com
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Posted: 27th May 2016 03:48
Quote: "It may be that you want to use the baked AO texture with the shader rather than flat"


Yes sir!!!
Working in scifi security monitor plus camera and so on, I plane to apply Bond1 shadows fx, to show differents shots of the scifi modulo I'm working too; intended to be played disarmed. The prizes when player get the end is some scifi weapon.

So, I've noticed Bond1 using D+D2, now I understand why that great boy did it, given us all, the chance to use it in classic, or GG.

Thanks a lot Rolfy, that's the info I was waiting for!!!

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rolfy
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Posted: 27th May 2016 04:08 Edited at: 27th May 2016 04:29
Belidos is also correct, _I is still used and far from obsolete.
_D and _D2 may look the same for some models from Classic but you will likely find these are custom media made by users unaware of their purpose which is to make models a little more acceptable in appearance, when shaders are turned off or not defined the engine would use _D2. If you check out some of the stock textures from Classic you should see the difference, particularly characters.
cybernescence
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Posted: 27th May 2016 06:53
Interesting. Anyone know about the _O maps for separate AO overlay? Think Lee mentioned these work in one of his twitches. I tried one made in blender on a model but I'm not sure I saw any difference in game. Guess will have to look at shader or try a side by side unless anyone knows? Cheers.
Belidos
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Posted: 27th May 2016 07:46
Quote: "Think Lee mentioned these work in one of his twitches. "


I've never got it to work. I do remember Lee saying something about It, but I think (and I may be remembering wrong) he said something along the lines of it's something he will be adding, and I think it was in one of the shader threads here, not on twitch.

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rolfy
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Posted: 27th May 2016 08:30 Edited at: 27th May 2016 08:39
Quote: "I plane to apply Bond1 shadows fx"
bond1 is well aware of texture use in Classic. In the case of a model being pointless without a shader, such as atlas walk animation, then both _D and _D2 will be exactly same since there is no point in having it fall back but the _D2 is still required to be present in the model folder. Thought I should point out there may be other reasons for exact duplicate diffuse textures to keep the peace

As for AO you can overlay the diffuse with the bake to save as single texture so really no point in adding it as entity shader effect. The only reason I can think of for using it through the shader is to enable control over strength etc while viewed in the engine, there may be other more technical reasons and advantages for having AO in shader and not simply layered onto the diffuse, but I am unaware of what they may be.
Belidos
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Posted: 27th May 2016 08:41 Edited at: 27th May 2016 08:41
Quote: "
As for AO you can overlay the diffuse with the bake to save as single texture so really no point in adding it as entity shader effect. "


Yup this is what i'm doing with my textures, in GIMP I place the AO over the Texture and use the Multiply filter, then adjust the alpha of the AO layer until the shadows look right, then create an image from visible and export that as my diffuse.

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rolfy
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Posted: 27th May 2016 08:56 Edited at: 27th May 2016 08:58
It could be a handy feature all the same, you could use the AO as mask for overlay effects for example where rust,dirt or moss etc should be layered on the model. It may be something a bit advanced for GG and probably a fair bit down the line from now before we see that sort of thing being implemented.

But as far as using it simply for ambient occlusion, I think its better not to bother adding something simply done in texture and not adding to the resource drain.
3com
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Posted: 27th May 2016 10:12
Quote: "It could be a handy feature all the same, you could use the AO as mask for overlay effects for example where rust,dirt or moss etc should be layered on the model"

I was looking for something like this to get cone light effect.

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Belidos
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Posted: 27th May 2016 11:00
Quote: "It could be a handy feature all the same, you could use the AO as mask for overlay effects for example where rust,dirt or moss etc should be layered on the model. It may be something a bit advanced for GG and probably a fair bit down the line from now before we see that sort of thing being implemented.

But as far as using it simply for ambient occlusion, I think its better not to bother adding something simply done in texture and not adding to the resource drain."


Absolutely agree. For use as an AO mask it's pretty pointless as you can just add it to the base diffuse texture. However, it does open up a words of possibilities.

What I always imagined was a layering system for textures, a system where you could have _D as your base texture, _D2 as a layer mask that adds minor damage to the diffuse, _D3 that adds a lot of damage to the model, or even, _D having a blank sign for example, and _D2 contains the text for a sign, with _D3 having different text.

The system would multiply the layers onto the Diffuse texture, and in properties for each model you could have a tick box list here you can turn on and turn off layers.

The possibilities are endless. You could basically have multiple versions of a model just by ticking and un-ticking options.

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3com
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Posted: 27th May 2016 12:22
I want the ability to change texture via script.

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