GER! Anyone know how to get textures working? Tried the workaround... didn't work. :/ <img src="http://i159.photobucket.com/albums/t127/willy-wilson/maglight-1.png" border="0" class="linked-image" />
Its should look like this. <img src="http://i159.photobucket.com/albums/t127/willy-wilson/maglight-maya.png" border="0" class="linked-image" />
On another note i would like to be able to compile models/textures before continuing on the texturing to see how it will look in the engine. So im going to start on other models. right now Im thinking mining machinery kinda stuff tunnel boring machine and other such things.
Just thought I'd drop by to show you something I decided to model: <img src="http://img691.imageshack.us/img691/3061/ns2prop.png" border="0" class="linked-image" />
Don't mind the dotted black lines running along some parts of the model, they're just the renderer's artifacts. Do mind the problem areas at the bottom of the pic - these lines are bad :-/ I have no idea how visible it will be once I texture this thing.
<!--quoteo(post=1749359:date=Jan 26 2010, 06:15 PM:name=dandi8)--><div class='quotetop'>QUOTE (dandi8 @ Jan 26 2010, 06:15 PM) <a href="index.php?act=findpost&pid=1749359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry, being an NS noob I have no idea what you're talking about. But if you provide some screenies I'm sure I could figure something out :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice model by the way. It's perfect as it is, or maybe just duplicate both pipes and put them under.
<!--quoteo(post=1749384:date=Jan 27 2010, 01:19 AM:name=willy-wilson)--><div class='quotetop'>QUOTE (willy-wilson @ Jan 27 2010, 01:19 AM) <a href="index.php?act=findpost&pid=1749384"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GER! Anyone know how to get textures working? Tried the workaround... didn't work. :/<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, for 3dsmax I have to assign at least a diffuse map to a file like torch.psd in my max scene before exporting to Collada and then make a .material file with the Exact same name. (torch.material)
You'll put this file in modelsrc source folder and in this file you want to make sure your relative path is pointing at your models output folder (models/torch.dds) contrary to a material not related to a model (materials/wall.dds)
For the rest of info check the PDF about it in ns2 folder
Hey, here's the finished model as rendered by the Marmoset engine (finally got to use this thing XD): <img src="http://i46.tinypic.com/20afi13.png" border="0" class="linked-image" />
And here are the wires: <img src="http://i50.tinypic.com/2poceh1.png" border="0" class="linked-image" />
I'm not quite happy with it as it isn't exactly the quality of UWE's stuff but I guess it'll have to od unless anyone's got some suggestions.
Also, if we really want this collaboration to work out, we need to form an actual team and get someplace to host our files. Dropbox should work perfectly fine.
hmm well this is where Im at with the textures and Im ok with the diffuse map, normals and emiisive but i cant get the spec map to look right, and idk why but that 900 some tris seem a bit high for that prop mines only 1006 tris.
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
edited January 2010
<!--quoteo(post=1749459:date=Jan 27 2010, 01:07 PM:name=dandi8)--><div class='quotetop'>QUOTE (dandi8 @ Jan 27 2010, 01:07 PM) <a href="index.php?act=findpost&pid=1749459"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey, here's the finished model as rendered by the Marmoset engine (finally got to use this thing XD): <img src="http://i46.tinypic.com/20afi13.png" border="0" class="linked-image" />
And here are the wires: <img src="http://i50.tinypic.com/2poceh1.png" border="0" class="linked-image" />
I'm not quite happy with it as it isn't exactly the quality of UWE's stuff but I guess it'll have to od unless anyone's got some suggestions.
Also, if we really want this collaboration to work out, we need to form an actual team and get someplace to host our files. Dropbox should work perfectly fine.<!--QuoteEnd--></div><!--QuoteEEnd--> its nice but the texturing is wrong. The rust is good but the knob isn't going to be the same as the box and the box texture looks like scratched rock and not of old painted metal. Look at the quality of the image I linked to earlier (http://www.coutant.org/u47/660g.jpg). That is what you are looking for.
The who? The what? The where? Sorry, CyberMantis, but however wrong my texture may be, your pic is definetely not what I'm looking for. And believe it or not, in the original piece of machinery, which I based mine off, the knob IS the same as the box ;)
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->and idk why but that 900 some tris seem a bit high for that prop mines only 1006 tris.<!--QuoteEnd--></div><!--QuoteEEnd--> Well then, your prop has a higher tri-count than mine ;)
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
edited January 2010
<!--quoteo(post=1749471:date=Jan 27 2010, 02:18 PM:name=dandi8)--><div class='quotetop'>QUOTE (dandi8 @ Jan 27 2010, 02:18 PM) <a href="index.php?act=findpost&pid=1749471"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The who? The what? The where? Sorry, CyberMantis, but however wrong my texture may be, your pic is definetely not what I'm looking for. And believe it or not, in the original piece of machinery, which I based mine off, the knob IS the same as the box ;)
Well then, your prop has a higher tri-count than mine ;)<!--QuoteEnd--></div><!--QuoteEEnd--> I see. Either way the texture is still off- it looks like scratched granite and not like something on the wall used by hands. Perhaps if you can show the original model. What is the original material? See what I'm trying to get at?
check this out: <a href="http://www.urbanremainschicago.com/item.aspx?itemID=947" target="_blank">http://www.urbanremainschicago.com/item.aspx?itemID=947</a> closer?
This is the prop I'm *roughly* basing mine off: <a href="http://jacobtanenbaum.com/~tasblog/uploaded_images/generator-785318.jpg" target="_blank">http://jacobtanenbaum.com/~tasblog/uploade...ator-785318.jpg</a>
And the texture only looks like granite because it's fullbright and the specular doesn't kick-in. I'm pretty sure it looks like granite only in this lighting setup ;) And I have no idea how to change lighting in Marmoset.
I especially stylized this metal to resemble something similar to what we see in NS2.
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
<!--quoteo(post=1749473:date=Jan 27 2010, 02:31 PM:name=dandi8)--><div class='quotetop'>QUOTE (dandi8 @ Jan 27 2010, 02:31 PM) <a href="index.php?act=findpost&pid=1749473"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is the prop I'm *roughly* basing mine off: <a href="http://jacobtanenbaum.com/~tasblog/uploaded_images/generator-785318.jpg" target="_blank">http://jacobtanenbaum.com/~tasblog/uploade...ator-785318.jpg</a>
And the texture only looks like granite because it's fullbright and the specular doesn't kick-in. I'm pretty sure it looks like granite only in this lighting setup ;) And I have no idea how to change lighting in Marmoset.
I especially stylized this metal to resemble something similar to what we see in NS2.<!--QuoteEnd--></div><!--QuoteEEnd--> well those will be painted exactly like the first image I linked you to: <a href="http://www.coutant.org/u47/540e.jpg" target="_blank">http://www.coutant.org/u47/540e.jpg</a>, <a href="http://www.coutant.org/u47/660g.jpg" target="_blank">http://www.coutant.org/u47/660g.jpg</a>
Over decades it will look like just like that up close. At a distance it still looks like that grey color, perhaps a little darker, but up close you can see the age in that light crackle. Grey painted metal boxes certainly do not look like scratched granite :) It could be an issue of the lighting or whatever but I think you have the material wrong.
You also have to take into consideration the fact that whatever something looks like in real life, it will not always look the same in games :) In the end, it will all show once it's exported into the engine and used in a map - if it'll look wrong, the texture can always be remade.
EDIT: Here's a newer version: <img src="http://i46.tinypic.com/rc9ac2.png" border="0" class="linked-image" />
I've also included a pic of how my 3D app renders it.
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
edited January 2010
<!--quoteo(post=1749476:date=Jan 27 2010, 02:55 PM:name=dandi8)--><div class='quotetop'>QUOTE (dandi8 @ Jan 27 2010, 02:55 PM) <a href="index.php?act=findpost&pid=1749476"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You also have to take into consideration the fact that whatever something looks like in real life, it will not always look the same in games :) In the end, it will all show once it's exported into the engine and used in a map - if it'll look wrong, the texture can always be remade.
EDIT: Here's a newer version:
I've also included a pic of how my 3D app renders it.<!--QuoteEnd--></div><!--QuoteEEnd--> certainly looks more appropriate with all of the rust, but the white line issue still remains :)
it looks great but your damage doesn't make to much since it looks like someone took a screwdriver and scratched off all the edges it its hanging on a wall the top shouldn't be all that scratched up, what caused it to look like that?
If someone could point me in the direction of the "How to setup your mod directory for NS2", I could try to export this thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, create a "mod" in the launchpad, then choose an output directory (just where the builder place converted files) then run the builder and load setup file (load the editor setup XML file in the ns2 folder) and then go in settings. Select a source directory (where you will put all your work files).
In that source directory make a Materialsrc, Modelsrc and Mapsrc folder. You'll want to place your Collada (DAE) model in the modelsrc folder along with a file that you create that needs to have the same name as the model and the material name (preferably).
What you should have in your modelsrc folder in order to build a prop looks like this:
electric_box_01.DAE (your model) electric_box_01.PSD (diffuse map) electric_box_01_bump.PSD (normal map) electric_box_01.MODEL_COMPILE (compile file for the builder) electric_box_01.MATERIAL (material file)
In the model_compile file all you need to make a static prop is to write this
You have to put DDS extensions in the material file since the builder will convert your PSD in DDS and use them instead.
<!--quoteo(post=1749464:date=Jan 27 2010, 01:40 PM:name=willy-wilson)--><div class='quotetop'>QUOTE (willy-wilson @ Jan 27 2010, 01:40 PM) <a href="index.php?act=findpost&pid=1749464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmm well this is where Im at with the textures and Im ok with the diffuse map, normals and emiisive but i cant get the spec map to look right, and idk why but that 900 some tris seem a bit high for that prop mines only 1006 tris.<!--QuoteEnd--></div><!--QuoteEEnd-->
Either you don't write a line for specular map in the material file and use the alpha channel of your diffuse map for it (it will automatically use the alpha channel for specular in that case) or you make a specific file for the specular map and make sure that you duplicate the final RGB to the alpha channel as well. That usually works well.
Also, it seems you have to put a full white alpha channel in the bump map.
When a playable build of NS2 is released I'm up for helping out on some sort of project, but not before and only so long as it has realistic and achievable goals and some sort of schedule to speak of. I don't really want to be involved in something that peeters out after a long time in development.
- Level Design (not sure on what scale, depends on how busy I am at work - need to get to trips with Spark first) - WIP crit - Gameplay feedback - Functionality testing
<!--quoteo(post=1749498:date=Jan 27 2010, 04:53 PM:name=dandi8)--><div class='quotetop'>QUOTE (dandi8 @ Jan 27 2010, 04:53 PM) <a href="index.php?act=findpost&pid=1749498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it just me being paranoid or is this topic dying a slow, painful death?<!--QuoteEnd--></div><!--QuoteEEnd-->
Ya it seemed like but thanks to Crispy it reappeared in my 'New Posts' list. :P
I'm working on some portions of map that I hope to use in my real map once we have something to test out the gameplay.
I'm also working on new textures, as we don't have many of them. Just got the hang of rendering to texture, making AO and Normal maps properly from a 3D model but I still need some practice on making good diffuse map in photoshop.
That little wall box is pretty much the sort of scene we will need for NS2. All you need is bigger more creative items now! Hallway walls, floors, railings, ceilings, pipes, datacores, supports, other funky machines and all that sort of thing! It's always easier when you're creating for someone though as you have an idea what to create.
Comments
I honestly have no idea how I could make this post productive. I just wrote it so I could say 'lol'.
But since I'm here - any ideas on what else could/should be modeled?
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/maglight-1.png" border="0" class="linked-image" />
Its should look like this.
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/maglight-maya.png" border="0" class="linked-image" />
On another note i would like to be able to compile models/textures before continuing on the texturing to see how it will look in the engine. So im going to start on other models. right now Im thinking mining machinery kinda stuff tunnel boring machine and other such things.
Just thought I'd drop by to show you something I decided to model:
<img src="http://img691.imageshack.us/img691/3061/ns2prop.png" border="0" class="linked-image" />
Don't mind the dotted black lines running along some parts of the model, they're just the renderer's artifacts. Do mind the problem areas at the bottom of the pic - these lines are bad :-/ I have no idea how visible it will be once I texture this thing.
What do you think?
Also, hopefully the pic isn't too huge.
<img src="http://img31.imageshack.us/img31/2627/holoss.jpg" border="0" class="linked-image" />
Nice model by the way. It's perfect as it is, or maybe just duplicate both pipes and put them under.
<!--quoteo(post=1749384:date=Jan 27 2010, 01:19 AM:name=willy-wilson)--><div class='quotetop'>QUOTE (willy-wilson @ Jan 27 2010, 01:19 AM) <a href="index.php?act=findpost&pid=1749384"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GER! Anyone know how to get textures working? Tried the workaround... didn't work. :/<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, for 3dsmax I have to assign at least a diffuse map to a file like torch.psd in my max scene before exporting to Collada and then make a .material file with the Exact same name. (torch.material)
You'll put this file in modelsrc source folder and in this file you want to make sure your relative path is pointing at your models output folder (models/torch.dds) contrary to a material not related to a model (materials/wall.dds)
For the rest of info check the PDF about it in ns2 folder
<img src="http://i46.tinypic.com/20afi13.png" border="0" class="linked-image" />
And here are the wires:
<img src="http://i50.tinypic.com/2poceh1.png" border="0" class="linked-image" />
I'm not quite happy with it as it isn't exactly the quality of UWE's stuff but I guess it'll have to od unless anyone's got some suggestions.
Also, if we really want this collaboration to work out, we need to form an actual team and get someplace to host our files. Dropbox should work perfectly fine.
If someone could point me in the direction of the "How to setup your mod directory for NS2", I could try to export this thing.
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/welder_diffuse.png" border="0" class="linked-image" />
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/welder_wireframe.png" border="0" class="linked-image" />
<img src="http://i46.tinypic.com/20afi13.png" border="0" class="linked-image" />
And here are the wires:
<img src="http://i50.tinypic.com/2poceh1.png" border="0" class="linked-image" />
I'm not quite happy with it as it isn't exactly the quality of UWE's stuff but I guess it'll have to od unless anyone's got some suggestions.
Also, if we really want this collaboration to work out, we need to form an actual team and get someplace to host our files. Dropbox should work perfectly fine.<!--QuoteEnd--></div><!--QuoteEEnd-->
its nice but the texturing is wrong. The rust is good but the knob isn't going to be the same as the box and the box texture looks like scratched rock and not of old painted metal. Look at the quality of the image I linked to earlier (http://www.coutant.org/u47/660g.jpg). That is what you are looking for.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->and idk why but that 900 some tris seem a bit high for that prop mines only 1006 tris.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well then, your prop has a higher tri-count than mine ;)
Well then, your prop has a higher tri-count than mine ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
I see. Either way the texture is still off- it looks like scratched granite and not like something on the wall used by hands. Perhaps if you can show the original model. What is the original material? See what I'm trying to get at?
check this out: <a href="http://www.urbanremainschicago.com/item.aspx?itemID=947" target="_blank">http://www.urbanremainschicago.com/item.aspx?itemID=947</a>
closer?
<a href="http://jacobtanenbaum.com/~tasblog/uploaded_images/generator-785318.jpg" target="_blank">http://jacobtanenbaum.com/~tasblog/uploade...ator-785318.jpg</a>
And the texture only looks like granite because it's fullbright and the specular doesn't kick-in. I'm pretty sure it looks like granite only in this lighting setup ;) And I have no idea how to change lighting in Marmoset.
I especially stylized this metal to resemble something similar to what we see in NS2.
<a href="http://jacobtanenbaum.com/~tasblog/uploaded_images/generator-785318.jpg" target="_blank">http://jacobtanenbaum.com/~tasblog/uploade...ator-785318.jpg</a>
And the texture only looks like granite because it's fullbright and the specular doesn't kick-in. I'm pretty sure it looks like granite only in this lighting setup ;) And I have no idea how to change lighting in Marmoset.
I especially stylized this metal to resemble something similar to what we see in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
well those will be painted exactly like the first image I linked you to: <a href="http://www.coutant.org/u47/540e.jpg" target="_blank">http://www.coutant.org/u47/540e.jpg</a>, <a href="http://www.coutant.org/u47/660g.jpg" target="_blank">http://www.coutant.org/u47/660g.jpg</a>
Over decades it will look like just like that up close. At a distance it still looks like that grey color, perhaps a little darker, but up close you can see the age in that light crackle. Grey painted metal boxes certainly do not look like scratched granite :) It could be an issue of the lighting or whatever but I think you have the material wrong.
In the end, it will all show once it's exported into the engine and used in a map - if it'll look wrong, the texture can always be remade.
EDIT:
Here's a newer version:
<img src="http://i46.tinypic.com/rc9ac2.png" border="0" class="linked-image" />
I've also included a pic of how my 3D app renders it.
In the end, it will all show once it's exported into the engine and used in a map - if it'll look wrong, the texture can always be remade.
EDIT:
Here's a newer version:
I've also included a pic of how my 3D app renders it.<!--QuoteEnd--></div><!--QuoteEEnd-->
certainly looks more appropriate with all of the rust, but the white line issue still remains :)
Also, no need to quote a post that is directly above you (and has pictures). As someone has pointed out in another thread, we're not retards ;)
If someone could point me in the direction of the "How to setup your mod directory for NS2", I could try to export this thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, create a "mod" in the launchpad, then choose an output directory (just where the builder place converted files) then run the builder and load setup file (load the editor setup XML file in the ns2 folder) and then go in settings. Select a source directory (where you will put all your work files).
In that source directory make a Materialsrc, Modelsrc and Mapsrc folder. You'll want to place your Collada (DAE) model in the modelsrc folder along with a file that you create that needs to have the same name as the model and the material name (preferably).
What you should have in your modelsrc folder in order to build a prop looks like this:
electric_box_01.DAE (your model)
electric_box_01.PSD (diffuse map)
electric_box_01_bump.PSD (normal map)
electric_box_01.MODEL_COMPILE (compile file for the builder)
electric_box_01.MATERIAL (material file)
In the model_compile file all you need to make a static prop is to write this
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><model>
<geometry electric_box_01.dae />
</model><!--c2--></div><!--ec2-->
And in the material file you need to specify the path models/ before all DDS files
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><material>
<maps>
<map type="texture" value="models/electric_box_01.dds" />
<map type="bump" value="models/electric_box_01_bump.dds" />
</maps>
</material><!--c2--></div><!--ec2-->
You have to put DDS extensions in the material file since the builder will convert your PSD in DDS and use them instead.
<!--quoteo(post=1749464:date=Jan 27 2010, 01:40 PM:name=willy-wilson)--><div class='quotetop'>QUOTE (willy-wilson @ Jan 27 2010, 01:40 PM) <a href="index.php?act=findpost&pid=1749464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmm well this is where Im at with the textures and Im ok with the diffuse map, normals and emiisive but i cant get the spec map to look right, and idk why but that 900 some tris seem a bit high for that prop mines only 1006 tris.<!--QuoteEnd--></div><!--QuoteEEnd-->
Either you don't write a line for specular map in the material file and use the alpha channel of your diffuse map for it (it will automatically use the alpha channel for specular in that case) or you make a specific file for the specular map and make sure that you duplicate the final RGB to the alpha channel as well. That usually works well.
Also, it seems you have to put a full white alpha channel in the bump map.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><model>
<geometry "maglight.dae" />
<materials_path "models/Custom Content" />
</model><!--c2--></div><!--ec2-->
and the .material
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><material>
<maps>
<map type="texture" value="models/Custom Content/maglight_color.dds" />
<map type="bump" value="models/Custom Content/maglight_normal.dds" />
<map type="specular" value="models/Custom Content/maglight_spec.dds" />
</maps>
</material><!--c2--></div><!--ec2-->
1> D:\Game Stuff\NS2\ModelTests\models\ns2_prop1.material
2> D:\Game Stuff\NS2\ModelTests\models\ns2_prop1.model
1> D:\Game Stuff\NS2\ModelTests\models\ns2_prop1.dds
1> D:\Game Stuff\NS2\ModelTests\models\ns2_prop1_bump.dds
1> D:\Game Stuff\NS2\ModelTests\models\ns2_prop1_spec.dds
-------------------------------------------------------------------------
Build complete (3 seconds)
4 succeeded, 1 failed, 0 up-to-date, 5 skipped<!--c2--></div><!--ec2-->
Looks like the Builder hates XSI's collada files :-( Anyone got any idea how to get it to work with them?
EDIT:
Is it just me being paranoid or is this topic dying a slow, painful death?
- Level Design (not sure on what scale, depends on how busy I am at work - need to get to trips with Spark first)
- WIP crit
- Gameplay feedback
- Functionality testing
Ya it seemed like but thanks to Crispy it reappeared in my 'New Posts' list. :P
I'm working on some portions of map that I hope to use in my real map once we have something to test out the gameplay.
I'm also working on new textures, as we don't have many of them. Just got the hang of rendering to texture, making AO and Normal maps properly from a 3D model but I still need some practice on making good diffuse map in photoshop.