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Michael Betke

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Posts posted by Michael Betke

  1. Wow with just entering by voice? What phone do you use?

     

    I found a solution with intesive searching the forums:

    My material file is just:

     

     
    texture0="abstract::mud_clean_rocks_dcl.dds"
    texture1="abstract::mud_clean_rocks_dcl-norm.dds"
    blend=alpha
    depthmask=0
    zsort=1
    overlay=1
    

     

    No shader stuff in it. I have no idea why it works but I have the look I'm looking for. So I don't care, hehe. ;)

     

    So I have the building texture based on two textures which are vertex painted. Plus the decal with smooth mudwall to brick transition.

    post-6-021042300 1279814021_thumb.jpg

  2. I'm doing some models in 3dmax. Afghans rural buildings. Base texture is mud with some vertex painting for variation.

     

    But I need some decals for stains and additional dirt on the walls too. They are simple planes which I detached from the model and they get exported with the building.

     

    So no extra mesh just for decals. All in one building. It should look like the one Dave made on his screenshot.

     

    At the moment I see the bricks at the spots where I have the white alpha but at the spots where the decal should be transparent its just black. :D

    I used the same material file like Dave posted aboove. Alpha is located in diffusemap. Normalmap has specularity.

  3. I have a strange problem with the automatic LoD expoter. I used it a lot but now it seems to be some kind of broken after my re-install with the new rig. :huh:

     

    Object names: mud_wall_middle_5m and mud_wall_middle_5mLOD1

     

    I would like to use this name: projectname_walls_mudwall-middle-5m.gmf

     

    I select both object and hit export.

    After export the two models are merged into one (!!) model not two. I have no idea why the exporter is doing this.

     

    I tried several objects and have no idea why it happens. I think there should be two models.

    post-6-065864700 1279571061_thumb.jpg

  4. I think they just failed doing something with the engine and then write its the engines or Joshs fault and not their own.

     

    It's easy to write something is **** if you don't understand it. I never got used to Vray and its bunch of settings so it's **** and any renderer I manage is cool, lol. ;)

  5. MAybe letting it create a simple basic .lua so the common adjustments are available right after import.

    I'm reading threads from time to time where people ask how they can enable options for a model.

     

    This is just a simple request. You tool is really nice and feels complete.

     

    Ok, batch exporting would be nice too. So I can process a directory of files. :)

  6. Just using a simple light with black value would be best because no additional work like baking or material setup would be needed.

    The negative value is not possible because the entry field reverts to zero if I enter a negative value. B)

  7. Sadly, this means I've got to learn to... umm, draw... Ugh, horrible thought.

    Nahh, you dont need to learn to paint. Its just a start with a 50% black image plus placing rectangles and other forms in brighter or dimmer grey on it so you have an heightmap. I use to blend in the diffuse very slightly to keep a bit of the cracks and such things on my heightmap image.

  8. If you want to generate normalmaps from your simple images its highly recommended to use a self made greyscale heighmap to get goos results. Regardless which application you use for this kind of gneration.

     

    A very good free generator but rarely known is "Njob" by Charles Hollemeersch.

    http://charles.hollemeersch.net/

     

    Shaderlab is also nice and costs 20 bucks.

  9. Sorry to pull Cryengine out of my hat again, I'm not a fanbox or so, hehe.

    But you have an additional checkbox near every terrain layer to choose which vegetation type will auto-grow there.

     

    This would be a nice thing to have. The tool uses the values you entered in the vegetation type like distributin, lod ranges, etc..

    A texture layer can have multiple vegetation specimen set.

     

    Downside: While using it for wide and open fields I noticed the vegetation was popping out of nowhere on an entire terrain "quad". It's hard to explain but it looks like if it doesnt blend in the vegetation with its viewdistance but all in one on a tile.

     

    Maybe Josh can do better. ;)

    post-6-1277142752072_thumb.jpg

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