I'm a wonderful goose :O!This week I'm really busy at work we need to deliver the task we made so, I don't really have the time to work on the armoury,next week I'll try to send you an update!
Drill (2)
Re: Drill (2)
I'll try to get ds to export this as a md5 model. If this works then we know the issues we saw were introduced in the iqm export process (which isn't unlikely).
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Re: Drill (2)
We are still figuring this out. gavlig reexported the model and I added the new textures but the shading errors remain for now. (However, the new diffuse/specular map already look quite a bit better from a quick glance!) gavlig will try a reexport soon and asked me to leave these notes here for him:
Scale the model up by a factor of 3 (or 2.97 to reach the exact size we will likely be using ingame).
Move the origin in the center of the bounding box, since it will be referenced by the gamelogic (e.g. damage based on distance).
Here are screenshots of the current drill ingame, showing the shading artifacts:
(Without normalmapping.)
(With normalmapping.)
Note that these screenshots were taken with improved settings that will be introduced in Alpha 27. (Read here for more.) I'm also currently using the original tga versions of the latest textures, so the strength of the normal map on the drill might increase further.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Re: Drill (2)
Warvinc, please take part in this discussion.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Re: Drill (2)
The shading on the Drill was fixed. Read here for more.
Compared with the other human structures, it looks like a decrease in diffuse brightness and a slight increase in specularity could improve it further:
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Re: Drill (2)
If you want to, I can make another serious of promo ingame shots of the fixed drill for your portfolio.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
- Warvinc
- Modeler
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- Joined: Fri Nov 15, 2013 3:58 pm UTC
- Location: Montreal,Quebec,Canada
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Re: Drill (2)
Maybe I'd take some in-game shots yeah of course thanks :D