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Messages - lauris47

#31
Finished Levels / Re: CS GO Dust 2
September 25, 2019, 03:33:29 AM
Further angle
#32
Finished Levels / CS GO Dust 2
September 25, 2019, 03:32:06 AM
All finished Dust 2 map. I also have all other maps that are in competitive pool done.
I am working for company skybox.gg
Some challenges still remains on this map - I need to get more precise lights that are similar to actual game, light baking and postprocessing.

#33
Thank you very much, I will look into it!
#34
Thank you, we figured out that we can read vmf file and get light information from there.
Angles and position were with an offset, so we used transforms from WW and other information from VMF file directly.

However, we still need to figure out offsets of intensity and radius of lights, because Source, 3ds max or Maya and Unity light systems are not the same, hence values cannot be exactly the same.

But somehow I feel that there will be no direct conversion, therefore I will use some scalar for light intensity and radius to get approximate result (Source to Unity).
#35
Whow, looks so good! So much work in this!
#36
Hi, any update on this matter?

Thank you.
#37
Thanks.

3Ds Max 2019. 21.0 -21.0.0.845
I also tried 2018 version, same result.

WW is Free version, 4.0.24
#38
As always, thank you for your reply.

I imported FGD file from counter strike, inside WW settings. Other settings are auto configured from cfg file of counter strike as well.

I compared lighting settings (brighness and color) in Hammer editor and 3ds max again, and all lights are one colour and same brightness anyway.
So it does not work.


I noticed that Valve keeps the brightness inside alpha channel of the color, which is smart. In 3ds Max and Maya, brightness is a separate entity.


Do you have any other suggestions?

Thank you.
#39
Hi, is it possible to import CS:GO light colour and brightness to 3Ds Max? I see that lights are successfully tr transfered, however brightness and colour do not match across Hammer editor and 3Ds Max.

Thank you.
#40
Thank you for the reply and testing.
I am trying to batch import, but probably doing something wrong.
I tried your settings, although I cannot see full Folder, but I assume that is maps folder as also explained in the documentation.
Is the Map List direct link to the map file? I tried that too, but no luck. Other settings are the same as in your screenshot.
I tried in both 3ds Max version, also update 2018 to 2018.4 as noted at the bottom of the UI.

When I press run Import now, I see black CMD window for less than a second and nothing happens.

(PS1 that is the old De_Nuke version in your screenshot)
(PS2 I noticed that with every model import 3ds Max interface will be accessible. I used that to my benefit, I was keep saving file until it crashed)
#41
Hello,
I tried with two version of 3ds Max 2018 and 2019.
In both cases program will crash whenever I try to import models with Prop Zoo From VMF File.

I do not necessarily need to import props like that, but it is only way to get materials working on map. program will not crash if I only import whole map, however models won't be with materials.

I have imported around 8 maps like that and Max has not crashed, it happens only on this map.
Anyone has any idea of why this is happening?

Thank you.
#42
Materials and Textures / Re: New video on 4way blends
August 13, 2018, 03:28:01 AM
I was able to replicate the shader at least partially. I got two textures blending, according how Valve team painted them in Unity. That information is stored in vertex paint (PVC paint vortex color) - didn't know that there is such thing.
I will work more to get more detailed result, bump maps and specular shine.
#43
Materials and Textures / Re: New video on 4way blends
August 07, 2018, 03:58:18 AM
I was playing around with custom shader in Unity. You have mentioned that 4way blend channel is kept in channel 2 or 10 (depending). How do I use that information when coding?
If I look in uv editor UV channel where 4way blend information is kept, all I see is one dot - all uvs are in the same position, 0,0 in coordinates. UVs are 2D coordinates? Or is it 3D, 4D... but that is not shown since, UV editors don't need them?

Thank you.



Quote from: wallworm on July 26, 2018, 10:07:57 AM
Just a heads up. After more testing, I have discovered that the FBX does preserve the 4way blend channel. Unfortunately, it moves it from channel 10 to channel 2 (at least for a return trip to Max). So you can still render the blends in other DCC provided you have a shader for that in the DCC that will use the data as needed.

The DX shader used in Max is preserved in the FBX and comes back to Max fine.

The remaining question would be if Maya can use Max's FX files. If so, it may just be an issue of the path to the bitmaps not working in the FBX for how Maya expects them.

Finally, in terms of baking an entire level. Doing this would be catastrophic for almost any target application as mentioned in an earlier thread. The only sane solution is to replicate the 4way shader in the target DCC or game engine.
#44
Thanks. So of course it means that inside Unity, trough shader coding information from channel 10 (or if moved from channel 2) can be used for 4Way blending.

No, Maya does not maintain any textures from 3ds Max that uses that shader. Textures become just the default lambert color. I created replacement materials, just to have the base texture (the first found in .vmt). It doesn't look good but at least these models have some texture for now. Most likely 4Way blend will be required for my project, so better solution must be found.
#45
Maya maintains the same dx11 shader reference, directly from Max, but it doesn't work. I tried loading same named shader from Maya, but it doens't work as well. I am not good with this.

Perhaps possible solution would be to manually add textures to a custom shader for example built in Unity on each model. On export these specific objects could use default material of Maya, just like I did now with a simple blin.

Then, material's shader inside Unity could be replaced with custom shader, or perhaps unity has something similar already, I need to do some digging.

If I understood correctly, how textures are blend together is kept in a separate texture, e.g. called "plaster_a_blend.tga", then according to strength of colour in that map, specific textures are exposed on the face of the mesh?
I did some shader coding inside Unity and I used such technique.

(I noticed that Unreal engine has 4Way blend technique as well https://docs.unrealengine.com/en-US/engine/ui/leveleditor/modes/meshpaintmode/vertexcolor/materialsetup/4way, maybe that one can be directly connected when model is exported from max to Unreal)
I will discard baking the textures as a possible solution.

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