Mythos_Ruler Posted July 25, 2013 Author Report Share Posted July 25, 2013 Looking great, m8. Maybe a couple more player color shields, or a payer color stripe, or both. Quote Link to comment Share on other sites More sharing options...
Enrique Posted July 28, 2013 Report Share Posted July 28, 2013 They're in.Sadly, I couldn't make the fire glowing effect I was looking for. I thought the AO maps allowed colored images but it didn't, I confused them with the spec maps, which they support colored specular maps . They're ready for the "floating prop system". Only mauryan blacksmith to go, sketches/drawings/references are welcome. A variant for the brits/gauls market is on the way and a new redesign for the iberian barracks.Here are the blacksmiths ingame: 2 Quote Link to comment Share on other sites More sharing options...
Nolanjoker Posted July 28, 2013 Report Share Posted July 28, 2013 is not the Iberian market too oldie? Quote Link to comment Share on other sites More sharing options...
zoot Posted July 28, 2013 Report Share Posted July 28, 2013 As far as I remember, 'self-illumination' or 'glow' was implemented. Was that what you tried or is that not the desired effect? Quote Link to comment Share on other sites More sharing options...
Enrique Posted July 28, 2013 Report Share Posted July 28, 2013 As far as I remember, 'self-illumination' or 'glow' was implemented. Was that what you tried or is that not the desired effect?At first I thought that self-ilumination was the same as the AO map, with very intense whites where the self-ilumination is desired, since very bright whites makes the shader like glowing. I've been through myconid posts but haven't found how to set up the self ilumination map Quote Link to comment Share on other sites More sharing options...
zoot Posted July 28, 2013 Report Share Posted July 28, 2013 At first I thought that self-ilumination was the same as the AO map, with very intense whites where the self-ilumination is desired, since very bright whites makes the shader like glowing. I've been through myconid posts but haven't found how to set up the self ilumination map No, it's seperate from AO, as far as I understand. It uses the 'specTex' map, but you need to use a material that defines "USE_SELF_LIGHT", as described in the comments here: http://trac.wildfiregames.com/wiki/MaterialFormat Quote Link to comment Share on other sites More sharing options...
Enrique Posted July 28, 2013 Report Share Posted July 28, 2013 No, it's seperate from AO, as far as I understand. It uses the 'specTex' map, but you need to use a material that defines "USE_SELF_LIGHT", as described in the comments here: http://trac.wildfire.../MaterialFormat I see. Then there is no way of making the effect I was looking for, since it needs the first UV (color texture coordinates) which are overlapped through the entire model, instead of the clean non overlapped unwrap of the AO coordinates Quote Link to comment Share on other sites More sharing options...
zoot Posted July 28, 2013 Report Share Posted July 28, 2013 I see. Then there is no way of making the effect I was looking for, since it needs the first UV (color texture coordinates) which are overlapped through the entire model, instead of the clean non overlapped unwrap of the AO coordinates Hmm. Afraid I don't understand UVs well enough to comment on that. Maybe wraitii can chime in if he knows some way around it. Quote Link to comment Share on other sites More sharing options...
Enrique Posted July 28, 2013 Report Share Posted July 28, 2013 I'll try to explain:The first UV coordinates are in a way that the UV islands are overlapped. For example, there are several windows on a building, and all windows use the same portion of the texture where the image of the window is. Since all the windows share the same UV coordinates, you cannot make one window self-iluminated, and other window "in the dark" because they share the same portion. Ambient Occlusion UV coordinates in the other hand, does not overlap, and each portion of the model has its own space inside the AO map. Quote Link to comment Share on other sites More sharing options...
zoot Posted July 28, 2013 Report Share Posted July 28, 2013 I see. And you want some fires to be non-self-illumimated? And adding an additional UV island for that is probably a nuisance? Quote Link to comment Share on other sites More sharing options...
Enrique Posted July 28, 2013 Report Share Posted July 28, 2013 No. Specular maps needs to be overlapped to save space and work.Ideally, if color was taken into account in the AO maps would work. But it is too much trouble for just a subtle effect that would only be visible in blacksmiths. The best solution would be having deferred lighting system that Myconid was working on before and placing an orangish lamp where the fire is. Quote Link to comment Share on other sites More sharing options...
zoot Posted July 28, 2013 Report Share Posted July 28, 2013 Ah, you want to illuminate the surroundings of the fire. Yeah, I have no idea how to pull that off with the current system Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted July 29, 2013 Report Share Posted July 29, 2013 They're in.Sadly, I couldn't make the fire glowing effect I was looking for. I thought the AO maps allowed colored images but it didn't, I confused them with the spec maps, which they support colored specular maps . They're ready for the "floating prop system". Only mauryan blacksmith to go, sketches/drawings/references are welcome. A variant for the brits/gauls market is on the way and a new redesign for the iberian barracks.They look really nice in game. One point of criticism, I don't know if I'm nitpicking too much, but the anvil texture looks a bit 'flat'. A used anvil is shiny on the top and point, but a bit rusty on other places (because a blacksmith only uses the top to flatten things, or the point to curve things). I mainly noticed it on the greek blacksmith because that one has a smaller sword blade on it. Here's an example of what I mean:Btw, thanks for using the 'floating prop' system. It looks really nice. 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted August 6, 2013 Report Share Posted August 6, 2013 So, I made the model and UVs material stuff in blender, but I have no idea how to do the actor editor stuff. I keep getting error messages and it's driving me nutsmaur_blacksmith.zip 1 Quote Link to comment Share on other sites More sharing options...
Ludo38 Posted August 7, 2013 Report Share Posted August 7, 2013 Lordgood, so cool to see some Blender work coming from you. That first attempt looks really good for a new Blenderer. Quote Link to comment Share on other sites More sharing options...
LordGood Posted August 7, 2013 Report Share Posted August 7, 2013 lol thanks Ludo!I can navigate the program at a decent pace now, and got the UV and material mapping sorted out. The actor editor is just giving me a hard time :/ Quote Link to comment Share on other sites More sharing options...
Enrique Posted August 7, 2013 Report Share Posted August 7, 2013 Don't worry, I will take care of the actor when I'm back from vacation. You can check other building actors to see how are they set up. Regarding the blacksmith, I was thinking on a more humble structure. Maybe using less barrel roofing. Also the chimney looks a bit weird with the 'capitel' ornaments of a column at the top. I haven't made a proper research yet, but I think they used different kind of chimney than the western civs. I could be wrong though. Quote Link to comment Share on other sites More sharing options...
LordGood Posted August 7, 2013 Report Share Posted August 7, 2013 Alright, I'll look into it, and maybe build a few more proofs Quote Link to comment Share on other sites More sharing options...
LordGood Posted August 7, 2013 Report Share Posted August 7, 2013 I'm not finding much on indian forges,I dont suppose they had an open forge and just poked a hole in the roof? Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted August 8, 2013 Report Share Posted August 8, 2013 The actor editor is just giving me a hard time :/Does this documentation help? http://trac.wildfiregames.com/wiki/Actor_EditorAlso I don't know what OS you're using, but actor editor is broken on Linux / OS X. Even on Windows, it may be easier to use something like Notepad++ to edit the actor XML files. Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 7, 2013 Report Share Posted September 7, 2013 Turns out I was exporting my models with the materials enabled hehthat should definitely come in handy though! Quote Link to comment Share on other sites More sharing options...
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