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Gen.Kenobi

WFG Retired
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Posts posted by Gen.Kenobi

  1. In the end, I will probably need to try something like what Wijitmaker suggested:

    My only gripe is that hardcoding variant names like that doesn't seem like a good practice. For one thing, it's nearly impossible to tell what names are in use, and what their semantics are, when they are littered across the codebase.

    They shouldn't be hardcoded at all. (This page is very very confusing :P - Assuming that this is the way to create new variants :P)

  2. 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! :)

    • Like 1
  3. 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!

  4. 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 :P - 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?

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