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Posts posted by AshuraDX
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in Photoshop I'd have done this using a seperate masked layer , Gimp can do that too and this is pretty useful if you wanted to blend 2 textures together aswell as you can allways change the way the 2 textures blend by editing the layer mask
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The Normal maps display correctly in every program I looked at them sofar aswell as the mesh normals, the only thing thats off is the strange lighting bug which only appears in Jedi Academys multiplayer, base JA and OpenJk, while it's lit correctly in Jedi Academys Singleplayer. So I guess there must be a difference in how the renderer renders models in jasp & jamp
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@@Xycaleth yep, otherwise it wouldn't render correctly in Substance and jasp
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@@OmarFW yup everything up to date
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soooooo do you plan to create a highpoly mesh to bake Normal maps from or will you take the route I took with mini's AT-ST ?
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Some more testing revealed that my static model is shaded correctly in base JA SP while the wierd "lit from back only" issue appears in base JA MP aswell
really strange
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@@DT85 @@Xycaleth Thanks but sadly the Lighting problems still persists :
-normal maps don't react to dynamic lightsources (could also just not have been implemented yet)
-the model is only lit from one side , it's probably some wierd exporter issue again though but I don't know what could cause something like this
Any ideas @@Psyk0Sith ?
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@@Xycaleth a Geforce GTX460 - it should actually support GL3.2
so far all maps I tested except, Rift, worked fine
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Nice !
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ah okay , too bad
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shoutout to some people who might be able to help here : @@eezstreet @@Xycaleth @@DT85
Rend2 is giving me some funky results :
textures/models/atst/st_m { q3map_nolightmap { map textures/models/atst/gray rgbGen vertexLit } { stage normalparallaxmap map textures/models/atst/st_n } { stage specularMap map textures/models/atst/st_s specularReflectance 0.25 gloss 0.1 } }
Ingame :
This second shader , appears to work as it should ingame but sadly it looks like the model is allways lit from the same side , as If I baked a lightmap and put that on the model
textures/models/atst/st_c { q3map_nolightmap { stage diffuseMap map textures/models/atst/gray blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { stage normalparallaxmap map textures/models/atst/st_n } { stage specularMap map textures/models/atst/st_s specularReflectance 0.25 gloss 0.1 } }
As you can see it's allways only the back side of the model that is lit , I tried r_forcesun 2 and it had absolutely no effect on the model
EDIT : the lighting issue also appears with the vanilla renderer - no clue what's going wrong here
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Wat.
https://www.dropbox.com/s/oepfv4ean8ssflk/Screenshot%202014-08-08%2003.04.03.png
Funny , happened whn I loaded the Rift ffa map in MP
any clues ? I'll provide anything you might need to troubleshoot
Exmirai likes this -
An idea that came up during my chat with @@minilogoguy18 a few minutes ago
we were able to do that on good ol' jk3files (Rest in Peace) so probably it'S something we could try
The External content thing is nice but it's not really the same
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Holy Mother of God! That's awesome :OOOOO
Can we see screenshot how does it look like in game?
I could get a static version of the mesh ingame , but you'll have to wait for mini to see the actual animated model ingame
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@@Archangel35757 - I might just do that , didn't really spend a lot of time on the frosty version
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I do it similar to crimsonstrife, start with a single quad on the bridge of the nose and extrude out the model from there, the face takes the most time, after that the torso, the rest comes quickly after that.
that's the way I usually start aswell
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Hard to tell on my cell... but looks like the Hoth variant needs more "frosting"
It has some snow and ice crystal forming around all edges and in cavitys aswell as all over the surface , the image doesn't show it too well I guess
Setlec, Barricade24, Bek and 2 others like this -
My work here is done , now it's @@minilogoguy18's turn to get those sweet animations done
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show me your seam , and the mesh before mirroring
probably I can help you fix it
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Possible Base replacement Skin Candidate :
Barricade24, Archangel35757, therfiles and 2 others like this -
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@@Archangel35757 I'M working in dDo so the AO map is a seperate input which I can easily swap out and adjust anytime so I dont really lose any progress just need to do a new production render in dDo everytime I switch out the AO and Material map whch is a little Time Consuming
but absolutely not the end of the world
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LARGE IMAGES AHEAD
still has some issues with the AO Bake , but I got allmost everything sorted out AAAAAND I crammed the wire UV's inbetween the AT-ST Uv's so this whole thing runs on a single 2k map for now
I also have to work at the material sepperation - so far most of the bolts and plates are assigned to the same material group in dDo which I dont like , so I'll have to split the material groups further
This is, a downscaled, version of my Material map - each color belongs to a specific material
Once I'm done with this there will be various gray pieces scattered all over the orange areas here
each of these representing a bolt or small plate
minilogoguy18, Tempust85, Archangel35757 and 2 others like this
CUSTOM SKEL NPC: AT-ST
in DF2 Mod Development
Posted
nope glm , weighted to Jose carlos Throwable stuff asset skeleton , and @@Xycaleth it looks perfect in modview , would oyu like to have the mesh to take a look at it yourself ?