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Gen.Kenobi

WFG Retired
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Everything posted by Gen.Kenobi

  1. They shouldn't be hardcoded at all. (This page is very very confusing - Assuming that this is the way to create new variants )
  2. @Zaggy1024: Buddy, when you get the time, can you finish this tutorial?
  3. Just update and checkout the new StoneMines for Temperate Terrain!
  4. Hi! If you just update your SVN you'll notice that almost all Roman Buildings now have Spec + Normal Maps. It's a work in progress, since looks like that Parallax Stuff on Transparent and on Player Collor behaves weirdly. Also, looks like the new shader does not applies to animations, so the gate fails to load the material. Anyways, as I always say, enjoy the bump! The maps need some tweaks, but I think it's looking quite nice already, Please report and bugs or suggestions. To do: * roman props * other roman buildings * fix the weirdness of the alpha maps (have no idea how to do that though... Any ideas myconid?) and on the roofs. * all AO stuff! (will be a pain, since It'll need a new UV map for all buildings!) Hopefully the Romans will be done for Alpha 11 Enjoy the bump!
  5. Oh! This looks great! On a side note, with the new shaders the game is going to look superb! There are several assets that also need updating... Hmm... Gaia stuff mostly. Going to the to-do list.
  6. As I said before, I would love to do a spear manipulation job. Like the video I posted a few posts ago. But that would only be for eye-candy. As an idle anim. that's an example what I would wanna do and see ingame
  7. Normal is an evolution of the Bump maps Well normal map applies in different ways You see, in a planar object, like a carpet, you shouldn't do normal maps. So almost all the things in your above texture shouldn't need normal maps - If I saw it correctly. However the triangular roof decoration is clearly an object with depth. So this is where the normal map goes, and tells the renderer that it has highs and lows that are mapped within a simple model's face. It's really tricky to get normal maps from images, since the correct way to do them is to create a high-poly sculpted version of the model that would be baked into a low-poly mesh of the same model. But it takes too much time, that's why normal maps will be converted from the difuse image textures we have now So, to sum up my point. There are areas of this image that would require the implementation of normal maps. But don't bother about them right now. Keep with your awesome job. We'll cross that bridges when we get to them. I might do a tutorial for that as well, but I really don't have time right now. Keep it up, mate!
  8. You're the guy that should get all credits Hehehe. Glad you guys like it
  9. For prop_bones you mean bones for props? If so, this should be tweaked, if we want to have cooler animations. The more freedom we get, the better we can do.
  10. Already asked myconid about that... sounds like that it's not going to happen. The intensity values are in the material file. Hopefully that will change!
  11. So, yesterday I saw this page: http://trac.wildfiregames.com/wiki/Actor_Editor?version=7 I personally don't use the ActorEditor, since I use Notepad++ do edit the codes and stuff. However with the new shader implementation, one thing that I noticed is that is really a pain to reload atlas every time I make a change in the code or in the material codes. So here's the idea: Preview the .daes with it's texture and material within the NewActor Editor. Create a material preview and editor, just like the materials tab on Blender. (Yeah, I know it sounds too ambicious, but it would be awesome and great, even to future mod makers). Making everything more visually and integrated would be great for us, artists that don't like to get our hands dirty with some codding - I know it's simple, but it's code - and it can be n00b friendly. I would come up with a GUI-mokup but I'm not on my personal computer right now. But I guess you guys got the idea. Your thoughts?
  12. Thanks! Just thought I should mention that I have added the AO Shader to the Rock_Scandiv. If you haven't noticed it yet, go take a small look
  13. Question> The AO's second UV map is already recognized by the engine, or I must specify it somewhere in the code? Just add in blender a new one and I'll be all set to go?
  14. For a guy who's economy is mostly based on females, I approve this! - Can't stop sticking with the old AoE Style. For me soldiers were meant to fight!
  15. That's an easy job! Use the Xnormal or the normalmap plugin for Gimp or Photoshop I'm gonna start committing some normal/textures to test as soon as I get the time to convert and try them out. That's not the best way to do it, but it works.
  16. I see this a must-have feature for future mods and maybe even future projects So, please do create a ticket!
  17. IHMO all staff should have mod powers
  18. And it would be great if you could make the big texture part's seamless in the X coordinate - specially walls, masonry, columns. Well, If you could keep the original disposition of the textures, as in the map provided, it would be great, however as Enrique said, we for new textures Keep it up mate!
  19. I like where this tutorial is going, but it misses the primary point : The way to get your anim ingame! Hopefully soon we'll see the full tutorial Keep it up Zaggy!
  20. Too bumpy... The original was more balanced. But yeah! It's working!
  21. Committed fixed Normal Maps and materials for the Rock ScandivFormation. Now the bump is much more noticeable, yet realistic. Enjoy the BUMP!
  22. Yep. Zooming in crashes the game. - The same crash when I changed the texture. Also, when I place the rocks it gets weird black lines. and I don't think it's a mapping problem nor a texture one. I guess It's something to do with the shaders. - The rock with normal textures wasnt placed yet.
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