misha.physics
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Check the included D3D9 docs.I saw an addon with textures which have "_norm", "_spec", "_refl" prefixes after the main texture name. Can I find it in documentation?
The additional textures override the basic settings, there's a diagram in the doc showing render order.Do the four material parameters like diffuse, ambient, specular, emissive colors located in a MSH file affect only on the main texture, or all the others (like "_norm", "_spec", "_refl") too? Can we use some other parameters except these four (in a MSH file)?
Do you mean material or material+texture? Materials are single colour and look cartoony, but with emmisive make great beacons etc.Could aircraft/spacecraft/building look pretty good in Orbiter if the only main (diffuse/base color) texture is used?
Do you mean this or something else?:there's a diagram in the doc showing render order

To make things more interesting/confusing
Where can I see that parameter? (It's not presented in the "D3D9Client.cfg" file.)there are also D3D9 cfg settings which also override the others and has additional parameters such as "metalness"
I meant the material + base texture (without any additional ones).Do you mean material or material+texture?
Actually I meant this one:Do you mean this or something else?:

They're accessable through Function/D3D9 debug controls (see D3D9Client.pdf).Where can I see that parameter? (It's not presented in the "D3D9Client.cfg" file.)
Consider the rest as extra fx, a lot can be done with good skinning skills but some fx like metal, translucency can only be done with add. maps/settings.I meant the material + base texture (without any additional ones).
Does that mean that they can be done without additional maps/setting? How, for example? Using only the material and base texture?a lot can be done with good skinning skills
Things like a realistic metal effect (reflections are only done in D3D9+) can't be done with just a normal texture, you can make it shiny (spec) but not reflective (same with translucency etc.)Does that mean that they can be done without additional maps/setting?
Just to note: the Deepstar addon uses this and "calls" a shader, I'm unclear how this works though?additional parameters such as "metalness".
Thanks!
Does that mean that they can be done without additional maps/setting? How, for example? Using only the material and base texture?
First of all you always need a good base texture, the rest you can experiment with bit by bit later.It isn't as daunting as is sounds
Well, now I understand that we can use the "_emis" texture map for this purpose.Does anyone know if it's possible to make night textures for a mesh? I know that the pre-defined objects (like BLOCK) uses the night texture if it has "_n" in the end of the "day" texture.
WHATWell, now I understand that we can use the "_emis" texture map for this purpose.


I've been looking through my tex. folder and noticed the wall tex from the wideawake base (good example of tex use) has *_n.dds files for custom meshes?the pre-defined objects (like BLOCK) uses the night texture if it has "_n"
The manual does say that Hangar3 doesn't support textures, but maybe a good time to note that for OO development.HANGAR3 doesn't work correctly with textures and crashes to desktop.