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GK_Daniel

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Posts posted by GK_Daniel

  1. 9 minutes ago, stanislas69 said:

    Usually you add a 2% visible white layer below the one with transparency in Gimp.

    Areas you want to be player color should be shades of grey :)

    This did the trick. Thank you!

    Atlas should be able to give us the player colors. :P

  2. Hey guys,

    From my current understanding, Atlas and the actor viewer dont actually show up entities with the player color, right?

    But again, I'm having issues that I cant somehow find out why. The actor is showing with blue-ish color, although my texture has the alpha channel in place, with the blue parts erased( as far as I can tell, I even manually erased lots of stuff ... Maybe I'm missing something?

    Thanks again for all your help!

    Screenshot from 2019-02-20 10-27-58.png

    r2_base_tex_good.png

  3. Hey guys!

    It's me again. I'm having trouble making my normal maps show up ingame. Blender rendering shows me that the maps are okay - and even a little bit too strong. But even though after messing, reading the documentation, and creating new materials, I cant get the engine to show them ingame properly. 

    Any ideas?

    Here is my material code:

    <?xml version="1.0" encoding="utf-8"?>
    <material>
      <alternative material="player_trans_ao_spec.xml" quality="8"/>
      <define name="USE_PLAYERCOLOR" value="1"/>
      <define name="USE_PARALLAX" value="1"/>
      <required_texture name="baseTex"/>
     <required_texture name="specTex" define="USE_SPECULAR_MAP"/>
      <required_texture name="normTex" define="USE_NORMAL_MAP"/>
      <required_texture name="aoTex" define="USE_AO"/>
      <shader effect="model"/>
      <uniform name="effectSettings" value="100.0 50.0 1.075 0.85"/>
    </material>

    I understood that the effect settings  follows an order as displayed by the wiki here. But as you can see, even with extreme settings, I cant get a good result, not even closer as the exagerated blender render (with normal power of 1.0). 

     

    Thanks in advance.

    render.png

    Screenshot from 2019-02-18 11-31-30.jpg

    • Like 2
  4. Hey guys, thanks for the reply!

    So yeah, I had two problems: First it was all about not "building" the mod into a .zip file to test. (I cant remember that being required, but after I did it, it worked).

    Other thing it was that I was not saving the configuration as you mentioned @coworotel.

    So now I get the actor to show up on the list, but the game is crashing, when I try to see the model ingame... already tried everything I remember (I helped out very long ago with the Rise of the East mod and at the official WFG Team - I was/still am hahaha  @Gen.Kenobi ) But all I get is crash.

    Here is my xml file: 

    <?xml version="1.0" encoding="utf-8"?>
    <actor version="1">
      <castshadow/>
      <group>
        <variant frequency="1" name="a">
          <mesh>gaia/mineral_sample.dae</mesh>
          <textures>
            <texture file="gaia/mineral_dif.png" name="baseTex"/>
            <texture file="gaia/mineral_spec.png" name="specTex"/>
            <texture file="gaia/mineral_norm.png" name="normTex"/>
            <texture file="gaia/ao/mineral_ao.png" name="aoTex"/>
          </textures>
            </variant>
             
          </group>
      <material>rock_norm_spec_ao.xml</material>
    </actor>

    Here is my .zip file attached. Any help would really be appreciated, because I spend the whole day trying to get it to show ingame and failled miserably....

     

    sw.zip

  5. Hey guys,

     

    I have been trying to add a new actor into a mod that I'm creating, but it is not showing up on Atlas at alll... I'm unsure what to do.. I tried everything so far...Mod shows up in the menu, but when I open the scenario editor it is not there... Can someone help me, please?

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