Page 36 of 59
Re: Models by MaNGusT (AR)
Posted: 01 Mar 2012, 07:13
by MaNGusT
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).
you want to say that all the time before now we had the emissive parameter of the light?!?!?!

Re: Models by MaNGusT (AR)
Posted: 01 Mar 2012, 13:55
by i-NoD
MaNGusT wrote: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).
you want to say that all the time before now we had the emissive parameter of the light?!?!?!

It's material emission, not light. And it's zeroed by default.
Re: Models by MaNGusT (AR)
Posted: 01 Mar 2012, 16:57
by Jorzi
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)
Posted: 01 Mar 2012, 21:55
by MaNGusT
Jorzi wrote:Talking about material emission, an emit map would be pretty handy in certain cases, like lamps, glowing parts and projectiles/muzzle flashes

aslo, have 3gb video card would be pretty handy too

Re: Models by MaNGusT (AR)
Posted: 01 Mar 2012, 22:20
by Jorzi
@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?
Re: Models by MaNGusT (AR)
Posted: 02 Mar 2012, 01:39
by MaNGusT
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?
glow maps are rbg. we could diffuse map alpha channel to specify locations that will glow and take diffuse colors to specify glow color.
P.S. nvm, just realized that we use transparent pixels in diffuse maps..
Re: Models by MaNGusT (AR)
Posted: 02 Mar 2012, 08:45
by Jorzi
Yeah, diffuse map alpha channel is really used as an actual alpha channel

(or at least almost)
Re: Models by MaNGusT (AR)
Posted: 02 Mar 2012, 14:28
by MaNGusT
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)
Posted: 02 Mar 2012, 17:36
by NoQ
I'M GONNA TAKE THEM HOME
Re: Models by MaNGusT (AR)
Posted: 02 Mar 2012, 19:37
by Jorzi
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.
Re: Models by MaNGusT (AR)
Posted: 02 Mar 2012, 19:48
by Emdek
Those looks nice but a bit too shiny,maybe some generic "dirt system" would be good idea?
Re: Models by MaNGusT (AR)
Posted: 02 Mar 2012, 21:00
by MaNGusT
Emdek wrote:Those looks nice but a bit too shiny,maybe some generic "dirt system" would be good idea?
it's configurable.
Re: Models by MaNGusT (AR)
Posted: 02 Mar 2012, 22:51
by Emdek
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).
Re: Models by MaNGusT (AR)
Posted: 02 Mar 2012, 22:56
by zany
Emdek wrote:Those looks nice but a bit too shiny,maybe some generic "dirt system" would be good idea?
they should look new when first built and get dirty or weapon damage over time
Re: Models by MaNGusT (AR)
Posted: 02 Mar 2012, 23:05
by Shadow Wolf TJC
@ 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.)