Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Pipann

#16
Materials and Textures / Re: Phong map location
July 15, 2016, 07:54:00 AM
I figured it out by looking at your reference sheet. This one: http://i.imgur.com/DqqhEZ4.png

I needed some phong to add to this model I've made per request. http://steamcommunity.com/sharedfiles/filedetails/?id=724873956

Still learning. ;D
#17
Materials and Textures / Phong map location
July 14, 2016, 05:12:04 PM
I had a question.

In order to make a phong map work, which slot in the material maps do I place it? I'm suspect it's specular. It seems like the obvious choice, but I've been wrong before.

This is incredibly silly, I'm sorry. ;D

Edit: I figured it out, nevermind!
#18
This probably sounds dumb, but Shawn, have you ever considered creating a checkbox list of some kind for all of the $ commands? Would be handy to have them all in one place and just check which you want to use. so that they'll show up in the VMT once you export them. :)

It's just a silly late-night thought.
#19
Yay, I helped! \o/

As far as I'm aware you do have to change some commands in the VMT. It's not a biggie though. :) If you're like me, being the person who really dislikes looking at codes with a passion, you can keep a list around of the commands and describe what they do. Makes it easier to keep track.

As for $translucent, yeah, it's known to cause some issues when rendering. I ran into problems myself with that quite a few times. One such issue was that translucent textures would keep fading away under player-added lightsources, which I covered here: http://steamcommunity.com/workshop/discussions/-1/357287935563132751/?appid=1840&tscn=1465331510

$alphatest should work for this tent-like model though, since the texture is fully opaque on some parts and fully transparent on others. $translucent is for textures that are partially transparent/opaque (anything in the grayscale range between 255 and 0. Think of stained glass for example, and the glow on the eyes of your character.)
#20
Quote from: Sigmous on July 12, 2016, 01:47:17 AM
I did go with DTX5, and $mostlyopaque is checked. You can see so in the third image I linked in the original post.

Whoops, you're right. I didn't see that before.

Have you made sure to also check DTX settings in the wall worm texture properties part when in the material editor? It should also be checked there, if I remember correctly. Here's a picture from my scene.

http://i.imgur.com/iR4jxkp.png
#21
Did you make sure to check the $mostlyopaque command in wall worm's export window? If set to $opaque only the transparency will not come through.

Have you set the DTX settings? Either DTX 3 or 5 should work. I tend to go with 5. Being a WW noobie myself, it gives me the least trouble.

Also, I think you'll want to use $translucent "1" instead of $alphatest in the VMT there. Alphatest is a command that will give the texture rough edges but translucent should fix this. Be careful with translucent though. There is a rendering bug with it in the source engine that'll made translucent textures fade away if exposed to certain lights.
#22
That all sounds awfully complicated. ;D I think it might be better to just stick with what I know, for now.

A friend of mine has also shown interest in the possibility to scroll a texture over a static mesh. But his expertise lies with Cryengine. We both work on a game there, but all I do is the modeling/texturing work.
#23
Ah yeah, I see. Scrolling texture doesn't really look like the solution for me in this situation since I need it to move by command (in this case a morpher) rather than by default.  I'm sure the tutorial willl prove helpful for another project I have planned though. :)

As for those pictures, here's the current set up, which is all meshes. It works fine for how I plan to approach it, but if you set two channels to 100%, the irises will leave the glasses' surface.





If there's no other way to solve this, then I can deal with it. :)
#24
Here's a thought I had stuck in my head. Is there a possibility to create a morpher modifier that changes the UVW coords rather than the mesh's?

The idea behind this is that I want to be able to move an eye's iris around on a flat surface (glasses, to be specific) rather than a spheric one. Using a mesh is always an option but it's not ideal. I'll be able to show pictures on what I mean tomorrow.
#25
General Discussion / Re: Facial flexes?
July 09, 2016, 12:13:55 PM
I'll give it a try when I get to it again. :)
#26
None of them. :')

The one I've 'played' most with is Garry's Mod, and even that's just to faff around with the tools. I never even had a gaming session in there.
#27
Aw man. I don't even play any of those. :'D
#28
What of maps that are actually models (.mdl instead of .bsp)? I've seen this done before in SFM in order to make parts posable.

Here's some examples:
http://steamcommunity.com/sharedfiles/filedetails/?id=509985183
http://steamcommunity.com/sharedfiles/filedetails/?id=695655884

Edit: Also, I suddenly realized that Source Filmmaker isn't in the list of games either. It's the only one I definitely know how to upload stuff on though. xD
#29
Hhhhh

I'll be back, I have to go run in panicked circles and scream like a raptor. :'D
#30
does that mean I have to make something now? :'D

haha oh man I don't know
SMF spam blocked by CleanTalk