EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1250 Posted 07 February 2010 - 05:50 PM
#1251 Posted 09 February 2010 - 05:49 AM
i have a FUCKING PROBLEM!
the ''normal textures'' in format PNG, have transparence, the alpha sets the parallax, the effects of luminance textures.
the problem is that the crazy bump, the textures that I do not get transparency, then only have
effects of dynamic lights when there are lights on you
can someone tell me where to download a program that makes the textures with transparency?
here is the textures what i talking about:
here is the texture what i maked (without transparency)
http://img97.imagesh.../9197/0764n.png
and here the original (with transparency)
http://img716.images.../9197/0764n.png
I love to make textures! xD , I need this tool because i am making a game with the mapster engine!
(sorry if my english is terryble)
HELP!
This post has been edited by Mblackwell: 09 February 2010 - 08:31 AM
#1252 Posted 09 February 2010 - 12:07 PM
#1253 Posted 09 February 2010 - 12:27 PM
#1254 Posted 09 February 2010 - 12:35 PM
There is an option in crazybump's preferences which allow to do it.
This post has been edited by Piterplus: 09 February 2010 - 12:35 PM
#1256 Posted 10 February 2010 - 10:28 AM
1) Generate a flat normalmap (no alpha) from the original texture
2) Paint a grayscale heightmap using Photoshop or GIMP (white=highest -> black=deepest)
3) Start a new project in Crazybump by loading the completed heightmap
4) This time, enable the "save normal map with displacement alpha-channel" option in Preferences
5) Load the previously generated flat normalmap into mixer
6) Play with settings until the shape looks right
7) Save the final normalmap (as .png) and try it in the game
8) Fiddle with "parallaxbias" and "parallaxscale" parameters in the .def until it looks right
That's about it. You might also want to tone down the directional lighting in the original texture and create a specular map.
#1257 Posted 11 February 2010 - 03:07 PM
only one thing missing for me to be truly happy!
a modeler md2 and md3 (behind the BLENDER, I don't know what to use)
can someone tell me where to download a good? already looked for it and not found!
Thank you in advance!
PS: Google Translate sucks ok? my english isn't too terryble!
xD
#1258 Posted 11 February 2010 - 03:54 PM
Roma Loom, on Feb 6 2010, 04:55 PM, said:
I always wondered about one thing in that fence model... =P
While the 8bit flat sprites doesn't give you a 3d dimension, I have the impression that this fence was supposed to have an curved area in the top, like this:
This post has been edited by Ilovefoxes: 11 February 2010 - 03:55 PM
#1259 Posted 11 February 2010 - 04:24 PM
#1260 Posted 11 February 2010 - 05:36 PM
Dk2, on Feb 11 2010, 06:07 PM, said:
only one thing missing for me to be truly happy!
a modeler md2 and md3 (behind the BLENDER, I don't know what to use)
can someone tell me where to download a good? already looked for it and not found!
Thank you in advance!
PS: Google Translate sucks ok? my english isn't too terryble!
xD
I think I know what you are asking about...
You should check out the tutorials thread that is stickied in this forum.
http://forums.duke4....p?showtopic=798
There you will find some exporters for Blender.
#1261 Posted 11 February 2010 - 09:19 PM
As it stands I keep a few different installs of MilkShape3D (1.75, 1.84 and the new 1.85) for my MD3 work, as some versions crash on export with some models while others don't, but at least it actually exports a usable model... Blender has never once exported a model correctly for me :@
This post has been edited by Sobek: 11 February 2010 - 09:20 PM
#1262 Posted 11 February 2010 - 10:26 PM
#1263 Posted 11 February 2010 - 10:34 PM
Roma Loom, on Feb 12 2010, 07:26 PM, said:
I never had that problem with 3DS max, odd
But ill keep it in mind.
#1264 Posted 11 February 2010 - 11:00 PM
Roma Loom, on Feb 12 2010, 04:56 PM, said:
Hmm, you know I think that could just be it. Previously I used Gmax to do some editing of models and it informed me that some of the models I was using were exceeding the boundaries or whatnot. After resizing those to about 50% of standard size and trying again, it worked great, and it fixed this issue where a few randomly polygons would always stretch out in a bad way.
I guess Blender just responds differently... I might look into that.
#1265 Posted 12 February 2010 - 12:31 AM
Sobek, on Feb 11 2010, 10:19 PM, said:
That is a problem with the exporter, not with Blender. As I said in another thread, they changed the version of Python, which is what language the exporter is written in, for the latest 2.49 release, which is probably causing the exporter to bab-up. With 2.48a and the Cube exporter it works.
The big problem is that MD3 is an old format. The gaming world has moved on since then and thus none of the tools are still under development. Then when all the soft moves on as well, the old tools don't work with the new soft.
If you want a good, free modelling app, try Wings 3D.
This post has been edited by Tea Monster: 12 February 2010 - 12:35 AM
#1266 Posted 12 February 2010 - 05:36 AM
maybe a plugin can made it?
#1267 Posted 12 February 2010 - 09:59 AM
Sobek, on Feb 12 2010, 05:19 AM, said:
I have it crash sometimes when I'm compiling MD3s as well - normally on high poly models and stuff. Do the models have animations or anything like that? If so, the way I got past the crashes is making several MD3 files, each with parts of the animation in it, and then joining them together with Npherno's MD3 compiler.
#1268 Posted 12 February 2010 - 11:44 AM
There is a free app called Misfit Model 3D. Ive only used it to preview things occasionally but it does kick out MD3s.
This post has been edited by Tea Monster: 12 February 2010 - 11:44 AM
#1269 Posted 12 February 2010 - 12:02 PM
Exporting is hard because there isn't much support for MD3 anymore and sometimes you have to try a few different programs to make it work right. Imagine how hard it would be to do MD2 again...
This reminds me, what are the chances of the model support changing/upgrading to something else?
#1270 Posted 12 February 2010 - 02:49 PM
The other option is to ask Plagman to update his exporter. He wrote the original one we were using before.
Until then, try Blender 2.48 and make sure you have the correct version of Python (2.5).
Blender is pretty cool. I made this using it. Also, ALL the bosses were made in Blender.
#1271 Posted 12 February 2010 - 03:11 PM
#1272 Posted 13 February 2010 - 12:10 AM
The problem with taking this on at the moment is that the system is brand new. Blender 2.5 is Alpha, not even Beta, and stuff is being re-worked all the time. You could write an exporter and find it broken when they change something within Blender in a weeks time.
It might be the best option to fix the exporter we have and get it to run with 2.49b and Python 2.6
This post has been edited by Tea Monster: 13 February 2010 - 12:11 AM
#1273 Posted 13 February 2010 - 01:04 AM
#1274 Posted 13 February 2010 - 01:31 AM
#1275 Posted 13 February 2010 - 05:26 AM
Blender 2.5 is using Python 3.1 last I checked. The problem with that is that they have actually written a new Python API that can directly control Blender via commands in a Python script. There is even a Render API so that people can plug MentalRay and V-Ray directly into Blender. I don't know that if you converted the old script, that there is enough of the old Blender to make any use of it!
Spiker - LOL, they have an MD2 script in there and it is kept up for exactly those reasons - its included with the package so they make sure it works. People have nagged for an MD3 exporter on the Blenderartists forum, but I think the general consensus is that MD3 is old news now so why bother. The other problem is that the guy who made the MD2 exporter for Blender never bothered finishing his MD3 exporter.
This post has been edited by Tea Monster: 13 February 2010 - 05:33 AM
#1276 Posted 13 February 2010 - 05:33 AM
#1277 Posted 15 February 2010 - 12:28 AM
This post has been edited by supergoofy: 15 February 2010 - 01:00 AM
#1278 Posted 17 February 2010 - 01:28 AM
Specs are as following:
CPU: C2D E8400 @ 3,6GHz
RAM: 4GB DDR2
GPU: GF GTX275 GS
OS: Win7
eduke32 version 20091017, i reckon it's a bit old but it's the latest one available on the eduke site.
#1279 Posted 17 February 2010 - 03:02 AM
http://dukeworld.duke4.net/eduke32/synthes...100123-1594.zip
Always look at http://dukeworld.duk...ke32/synthesis/
The link http://dukeworld.duk...e32_current.zip
gives the latest "considered" stable build.
But I think that there is no stable build as the development continues. Anyway, r1594 is way better.
This post has been edited by supergoofy: 17 February 2010 - 03:05 AM

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