you want to say that all the time before now we had the emissive parameter of the light?!?!?!i-NoD wrote:Material GUI isn working yet, but values are saved/loaded in wzm format, so you can tweak them by hand (order: EMISSIVE, AMBIENT, DIFFUSE, SPECULAR and SHININESS).
Models by MaNGusT (AR)
Re: Models by MaNGusT (AR)
Re: Models by MaNGusT (AR)
It's material emission, not light. And it's zeroed by default.MaNGusT wrote:you want to say that all the time before now we had the emissive parameter of the light?!?!?!i-NoD wrote:Material GUI isn working yet, but values are saved/loaded in wzm format, so you can tweak them by hand (order: EMISSIVE, AMBIENT, DIFFUSE, SPECULAR and SHININESS).
Re: Models by MaNGusT (AR)
Talking about material emission, an emit map would be pretty handy in certain cases, like lamps, glowing parts and projectiles/muzzle flashes
-insert deep philosophical statement here-
Re: Models by MaNGusT (AR)
aslo, have 3gb video card would be pretty handy tooJorzi wrote:Talking about material emission, an emit map would be pretty handy in certain cases, like lamps, glowing parts and projectiles/muzzle flashes
Re: Models by MaNGusT (AR)
@Mangust I know what you mean We're already using quite excessive amounts of texpages, although maybe the glowmap can fit into one of the tcmask's unused channels?
-insert deep philosophical statement here-
Re: Models by MaNGusT (AR)
glow maps are rbg. we could diffuse map alpha channel to specify locations that will glow and take diffuse colors to specify glow color.Jorzi wrote:@Mangust I know what you mean We're already using quite excessive amounts of texpages, although maybe the glowmap can fit into one of the tcmask's unused channels?
P.S. nvm, just realized that we use transparent pixels in diffuse maps..
Re: Models by MaNGusT (AR)
Yeah, diffuse map alpha channel is really used as an actual alpha channel (or at least almost)
-insert deep philosophical statement here-
Re: Models by MaNGusT (AR)
finally! viper model in game. 174 faces, 512x512 textures, tangent-space normal map+specular map+diffuse map with blinn-phong light;
Re: Models by MaNGusT (AR)
I'M GONNA TAKE THEM HOME
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: Models by MaNGusT (AR)
Good stuff
I haven't yet gotten my tangent space models to show up correctly ingame though. I'll experiment some more the coming week, though. I should have plenty of free time.
I haven't yet gotten my tangent space models to show up correctly ingame though. I'll experiment some more the coming week, though. I should have plenty of free time.
-insert deep philosophical statement here-
Re: Models by MaNGusT (AR)
Those looks nice but a bit too shiny,maybe some generic "dirt system" would be good idea?
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: Models by MaNGusT (AR)
it's configurable.Emdek wrote:Those looks nice but a bit too shiny,maybe some generic "dirt system" would be good idea?
Re: Models by MaNGusT (AR)
MaNGusT, you are talking about that light settings, right?
Well, metal should be shiny, but not in so "perfect" (all surfaces equally shining) and repeated way (all instances the same way).
Making them dirty by adding additional layer of texture (generated randomly which intensity depending on experience / "age" and maybe also damage)could make them a bit more individual (like that serial number painting proposed earlier).
Well, metal should be shiny, but not in so "perfect" (all surfaces equally shining) and repeated way (all instances the same way).
Making them dirty by adding additional layer of texture (generated randomly which intensity depending on experience / "age" and maybe also damage)could make them a bit more individual (like that serial number painting proposed earlier).
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: Models by MaNGusT (AR)
they should look new when first built and get dirty or weapon damage over timeEmdek wrote:Those looks nice but a bit too shiny,maybe some generic "dirt system" would be good idea?
- Shadow Wolf TJC
- Regular
- Posts: 1047
- Joined: 16 Apr 2011, 05:12
- Location: Raleigh, NC
Re: Models by MaNGusT (AR)
@ Emdek: I wouldn't say that they'd need to be made more dirty, but perhaps we could just reduce their "shininess" by toning down on the lighting that's used on the body. (We could leave a tiny amount of lighting though.)
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100