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Talking about player heads, they are stored in individual .BIG files: "players/heads/<player location id>.big"

Player IDs can be found in "xml/config/playermanager.xml" (MD5: "730eef3fd7726e43de955f21083ab000"). Look for "location" attribute.

[ATTACH]10318[/ATTACH]

Leading zeros must be removed: "players/heads/18467.big", MD5 hash is "45c781ccc0c71b873df31f1fed5a831f"

The .BIG file contains "model.o" and "textures.fsh", which must be extracted.

You already know how to extract files, from previous guide. But for head models there's a special thing: they must be extracted with the skeleton (-skeleton "data\skeleton\rugby\head_temp.o").

[ATTACH]10320[/ATTACH] [ATTACH]10321[/ATTACH] [ATTACH]10322[/ATTACH]

The "dirt" texture is placed in some other .FSH file, but it's not important.

[ATTACH]10323[/ATTACH]

You can see that the model conists of two objects, one for head and another for hair. The first uses "face" texture, and the second - "hair" texture. Both use materials with "LitTexture2IrradSkinSubSurfSpec" shader. You can also see that "dirt1" texture is used in second texture slot ("tex1" attribute in material name). We can guess that a dirt texture is somehow merged with color texture (that all must be defined in shader's logic).


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