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Vanilla Cafe/Coffee Bar mod issues


---nikoli

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Posted

I made a re-texture for the vanilla cafe/coffee bar into a Starbucks a couple of years ago and promptly forgot about it. Having re-found it, I'm trying to update it again but am having an issue with the coffee cups (only the cups) showing up as black, I've been unable to figure out what texture they use as a skin.

 

I'm also modifying the ''scene' text for the room, getting rid of the exterior 'garden' area fencing, trees, and sky --- replacing it with a Hook5 urban setting. The trees and sky are easy enough to find and remove, but I can't locate where the pillars are located in the text. They use the interior wall texture but every attempt I've tried to remove just them and not the building walls has ended up in failure.           ... any help would be appreciated.

 

STARBUCKS.png.8d5197dddc776d129f88e71f319ba4ed.png

Posted
7 hours ago, nikoli grimm said:

I've been unable to figure out what texture they use as a skin.

maybe they don't use a texture... i'll have a look

 

UPDATE the coffee cups use this texture "Luder/Room/Coffeebar/Box_01"

(the company that shall remain nameless has an annoying habit of using the same texture for different objects)

But there's a lightmap involved as well: "Luder/Room/Coffeebar/Caffebar_LightMap"

 

 

Quote

They use the interior wall texture but every attempt I've tried to remove just them and not the building walls has ended up in failure

The pillars and wall could be parts of the same "mesh"?  I'll check...

 

UPDATE
Nope, the pillars (and what looks like lamps?) mesh is "outside_mesh". if you comment out that object in the scene file, they should disappear.

It uses the texture file "Luder/Room/Coffeebar/Garden"

 

BTW there's an efficient and elegant way to "patch" existing room scenes on the fly with a small addon script (update.lua)

If you want to know how, just let me know.

 


 

Posted
5 hours ago, Marburg said:

BTW there's an efficient and elegant way to "patch" existing room scenes on the fly with a small addon script (update.lua)

If you want to know how, just let me know.

 


 

 

Thanks. I want to know...

 

I realize it's in the 'outside' mesh', I haven't been able to find exactly where in the text though. just deleting the 'outside' areas a bit at a time hasn't worked so far, apparently the interior walls of the building are also considered outside. Getting rid of the other exterior items (except the ground, sky and posts), is simple enough by just turning the various textures transparent.

 

Apparently the 'cups' use a 3 pixel wide sliver of the box texture. My replacement texture trimmed off those 3 pixels. Not enough to affect the boxes, but just enough to affect the cups.  

 

Also is there an easy way to find what area on the light maps is being used for what? My current method of blacking areas out a bit at a time to find the proper area is VERY time consuming.

 

Spoiler

The white area is transparent on the real texture

Room_Caffeebar_Box_01.jpg.8145eacecef51c2748bd159186433a03.jpg

Fixed issue with cups

STARBUCKS.jpg.fad0eed00c7aec50a3ada5a7c2cf50ce.jpg

 

 

 

Posted
18 minutes ago, nikoli grimm said:

I haven't been able to find exactly where in the text though

The object.name is literally "outside_mesh"

 

this object:

 

TTransform :local_49 . {
    TNode.SNode STransform :local_50;
    TNode.Parent TTransform :local_18;
    Object.Name "outside_mesh";
};

 

if you comment this out with /* and */, the pillars should disappear.

 

22 minutes ago, nikoli grimm said:

Apparently the 'cups' use a 3 pixel wide sliver of the box texture.

they're full of tricks like this. and to be honest: given the lack of detail in models and textures, some of the standard rooms look pretty damn good. they know how to make the most out of limited resources.

 

 

 

Posted
53 minutes ago, Marburg said:

The object.name is literally "outside_mesh"

 

Thanks again. For some reason every previous time I deleted that line I included the line directly above it as well, which was giving me issues.      All is well now...

 

Does the '/* */' work with exempting pretty much anything in the files? Much simpler than deleting lines...

Spoiler

Looks sooo much better now, thanks Marburg...

STARBUCKS.jpg.3f92381aab55524c8d2e2c90fbdec5fa.jpg

 

Posted
16 minutes ago, nikoli grimm said:

Does the '/* */' work with exempting pretty much anything in the files? Much simpler than deleting lines...

oh yes, it even works across multiple objects.

it's not only simpler, it's also a safer and faster method because you can easily reverse it if you made a mistake.

and if you are scene hacking "by hand" making mistakes is inevitable

 

you can also use '//' to blank out one line or indeed add actual comments (strongly recommended!)

 

And if you use a half-decent editor like Notepad++, it will recognize the comments and gray them out or something similar.

 

 

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