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Messages - Sky-High

#16
General Discussion / Re: Some basic questions
March 08, 2013, 08:57:52 AM
Ok got it.
its good to know that a unwrap uvw is not always nescesary.
Maybe you should make a tutorial on the diffrent kinds of mapping for the more advanced/complex models/geomitry?

For the way i did the texturing now gives me this when loaded into the game:
- http://img11.imageshack.us/img11/6916/appuregold.jpg
http://img842.imageshack.us/img842/8797/appg2.jpg

a previous attempt (with the gold texture in reflection and self illumination slot) looks much better to be honost. I notice that its alot of trying and testing to tweek what the final result ingame looks like.
- http://steamcommunity.com/sharedfiles/filedetails/?id=131102142
- http://steamcommunity.com/sharedfiles/filedetails/?id=131101999
#17
General Discussion / Re: Some basic questions
March 08, 2013, 07:43:40 AM
After carefully following that tut for so many times i get this result for renderToTexture: http://img42.imageshack.us/img42/1339/rndrtotxtrresult.jpg

The problem is that it isnt flattened and if it is it will look like this wich is useless, giving no detail to the model : http://img824.imageshack.us/img824/4966/flattenmapsinglemat.jpg
this gives me an unacceptible endresult for the model.

boxmapped result: http://img202.imageshack.us/img202/1933/appuregoldboxmapped.jpg

the best result is without any unwrap and simply uv map the texture.
Does a model need to be unwrapped for source?

for the reflection part, i made a new selectiontobitmap and used that bitmap in the reflection slot,
then when i render i see this, is this normal or good quality? http://img194.imageshack.us/img194/4205/apwithreflmask.jpg

after applying the baked material to my model it looks like this (much better imo): http://img812.imageshack.us/img812/6916/appuregold.jpg

gonna export it like this to see what it gives ingame

#18
General Discussion / Re: Some basic questions
March 08, 2013, 04:49:37 AM
Quote from: wallworm on March 06, 2013, 03:18:19 PM
I can't explain them all at the moment very deeply. For reference see the texture docs which I quickly updated just now to fix a few errors. I have updated the tool a lot though and the charts and docs are missing some information.

RTT doesn't do reflection (off the top of my head). I currently don't have an auto-export of a cubemap for a specific VMT but you could probably manually do it by making a small dimension sky with Sky Writer and then editing the VMT and moving the sky vtfs. I generally just use the SpecularMap in the Specular Level slot of the material to mask the intensity of reflections and check the Reflection checkbox in Material; the WW VMT exporter will then add "$envmap  env_cubemap" if you have the reflection map checkbox turned on... which then gets the reflection from the nearest cubemap in game.
I've never used sky writer before, still need to get the hang of things in 3ds max, so il probably better go for the second way.
With the reflection slot checked, do i need to put a texture into that slot?

Quote
For self illumination, you may try using the LightingMap.

One thing I do for self-illum is create bitmaps using this feature: Rendering > Render Surface Map > SelectionToBitmap . This way you can select faces on your geometry and create a mask for this.
How does this work making a mask for self illum?
When i render surface map - selectiontobitmap of my complete model, the bitmap is completely overlapping and i think is useless like i have it now: http://img842.imageshack.us/img842/945/seltobmp.jpg

Quote
For the VMTs and VTFs, the files do need to be included.

I do not know the specific reason for the PWL files. I think Gulli (K@rt) mentioned they might be for console games. In any event, the WW asset packing functions ignore those files. I usually delete them.
what exactly are console games? :$
Will the ingame quality of the graphics be better witht he pwl files included in the game?
#19
this is one strange thread man ...
#20
General Discussion / Re: WW Online Classes
March 07, 2013, 09:38:16 AM
Ok but i think you should keep in mind the more seats you have per session the longer it will take to actually advance in the tutorial becous everybody will probably have quite some questions i think.

Maybe price it up a little and start with just a couple lets say 5-6 seats or so to begin with to see how it goes?

idk about others but i'm defenitly willing to pay abit more in exchange for knowledge.
#21
General Discussion / Re: WW Online Classes
March 06, 2013, 03:15:14 PM
I'd gladly pay the money for some lessons in autodesk and wwmt.
Do you still want to do this?

if so, when you would have lets say 6 or more seats, how would you communicate with everybody? separate by voice chat or to everybody at once?

Will there be a visual link between my screen and yours so that we see what you do and you can see what we do?

Is there room/time for specifical issues(non related to the explained material) the student is struggling with at the end of each session?

greetz
Sky

#22
General Discussion / Some basic questions
March 06, 2013, 12:36:05 PM
hey there,

Got some basic source and WWMT questions:

I have used following slots from my material:
diffuse, spec level, self-illumination, bump and reflection.

1. What element name should i pick for self illumination and reflection in render to texture?

2. When I want to implement my succesfully compiled model into csgo, do i need to provide the vmt and vtf's for clients to download(downloadstable) and do i need to precache them?

3. After exporting the vmt's and vtf's: for the VTF's i always have a double vtf, 1 that ends with .pwl.vtf and one .vtf. Whats the diffrence between these 2?

3. if the answer to question 2 is yes: do i need to add the pwl.vtf files to or is adding the .vtf files alone sufficient?

greets,
Sky-High
#23
General Discussion / Re: Wall Worm Game Server
March 06, 2013, 11:33:06 AM
yup, defenitly adding that to my favs :).
You are a legend man! ^^
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