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Answers to Your Questions - Graphic Development
Seen a lot (respectively to how active the section has been) of questions dealing with graphical development lately, so ask me anything.
- Will not discuss coding or topics relating to coding, I am not knowledgable enough to help
- AMA is strictly development related, anything unrelated or personal will be ignored
- If you do not understand my answer, specify you do not, I will try to state my answer in another way
From Interfaces to Quests, Maps to Animations, XML Values to Models, Lighting to Bone Structures, it doesn't matter to me. If I do not know the answer, I'll figure it out.
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Re: Answers to Your Questions - Graphic Development
How to make light/rays on 3dmax :D
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
Olrac
How to make light/rays on 3dmax :D
Read my thread in the tutorial section about mapping / lights.
Rays are just planes with a texture applied set to additive filtering/rendering.
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
HellSniper
Read my thread in the tutorial section about mapping / lights.
Rays are just planes with a texture applied set to additive filtering/rendering.
How do I do that? please guide me.
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Re: Answers to Your Questions - Graphic Development
You make a plane, put the ray texture (say from dungeon or mansion) on it.
You open the material and set it to additive, its in the extended parameters.
You are done, special effects like that you'd create as elus for various reasons.
So add the object prefix to your ray's object.
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
HellSniper
You make a plane, put the ray texture (say from dungeon or mansion) on it.
You open the material and set it to additive, its in the extended parameters.
You are done, special effects like that you'd create as elus for various reasons.
So add the object prefix to your ray's object.
Yes SIR!! Im on my way to try that what you said. :D
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Re: Answers to Your Questions - Graphic Development
how to make a map with background picture? i done texture and matching it to every object.. but now how i can make the background to the whole map( iknow how to add background but how i would match it in .xml);
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Re: Answers to Your Questions - Graphic Development
Background?
The hell you talking about?
If you talk about a skydome, just make a sphere primitive, apply your sky texture and set hemisphere to 0.5 so its not the whole sphere.
Be sure tone down the used polygons by setting the segments between 8&12 (no real visual difference for using higher values).
Add the object prefix to the object name and its done, basically.
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
HellSniper
Background?
The hell you talking about?
If you talk about a skydome, just make a sphere primitive, apply your sky texture and set hemisphere to 0.5 so its not the whole sphere.
Be sure tone down the used polygons by setting the segments between 8&12 (no real visual difference for using higher values).
Add the object prefix to the object name and its done, basically.
ye that what i meant, sorry I'm new and i can't say exactly what i want lol
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
Olrac
Yes SIR!! Im on my way to try that what you said. :D
Nagi stealing all my fcking questions. Grrrrr.
As for this, if you have trouble I have light effects in both of my dungeon maps, which are both released on Ragezone. Just look at one of them in 3DS max.
Dung II: Map 01
Dung II: Map 02
http://puu.sh/4lfxi.png
http://puu.sh/4lfsM.png
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Re: Answers to Your Questions - Graphic Development
1.- What are the step to put material sounds (?), and there some prefix to make character dont walk on walll (?)
2.- What other prefix are avaible to use making maps.(?)
3.- Also there are any difference to check " additive" instead of checking "Opacity" (?)
4.- Can you give tips about light settings for candles or anything else (?) to make soft shadow.
Thats it for now i guess d:
Thanks you.
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Re: Answers to Your Questions - Graphic Development
Adding sub fixes to the material name, _mt_<3 char long material name> (example; material_01_mt_met (met -> metal sounds))
Look through the source/documentation to get a list of all available prefixes.
Additive is additive rendering best used for anything thats supposed to look glowy, opacity uses the specified alpha map.
Make a global illumination setup with omni lights to get non opaque/soft shadows.
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Re: Answers to Your Questions - Graphic Development
this may be useful, me making realy simple map and applying it for gunz.
http://www.youtube.com/watch?v=VEXd_...ature=youtu.be
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Re: Answers to Your Questions - Graphic Development
I bet Wucas is like, "Dammit, HellSniper is stealing all my answers."
As a question from me, how do you add fog and sounds (like the fire burning in Mansion, fan spinning in Station, or engine running in Factory, etc...) to the map without dealing with the .xml file in NotePad (or any text editor softwares)?
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
trunksx
1.- What are the step to put material sounds (?), and there some prefix to make character dont walk on walll (?)
2.- What other prefix are avaible to use making maps.(?)
3.- Also there are any difference to check " additive" instead of checking "Opacity" (?)
4.- Can you give tips about light settings for candles or anything else (?) to make soft shadow.
Thats it for now i guess d:
Thanks you.
1. What Nagi said.
2. GunZ Map Pieces - Pastebin.com
3. Addative adds the material ONTO the other textures around it. Opacity subtracts it.
4. Take omni lights that dont have an deterioration over distance set to a fairly low level, then for the candles add a little light and decrease it over a long distance.
Quote:
Originally Posted by
Anju
I bet Wucas is like, "Dammit, HellSniper is stealing all my answers."
As a question from me, how do you add fog and sounds (like the fire burning in Mansion, fan spinning in Station, or engine running in Factory, etc...) to the map without dealing with the .xml file in NotePad (or any text editor softwares)?
Fog is added by XML edits. For example, dark, slightly greenish fog would be.
Code:
<FOG min="600" max="2000">
<R>45</R>
<G>55</G>
<B>45</B>
</FOG>
Sounds are done using dummies or by XML edits. You add effects via the XML in the sound effect folder. Example of a 2 sounds is below.
Code:
<AMBIENTSOUNDLIST>
<AMBIENTSOUND ObjName="snd_amb_a1_wind 01" type="a1" filename="amb_wind_hole_2d">
<CENTER>0.0000000 0.0000000 0.0000000</CENTER>
<RADIUS>1000</RADIUS>
</AMBIENTSOUND>
<AMBIENTSOUND ObjName="snd_amb_a1_dwater 02" type="b1" filename="amb_dwater">
<CENTER>0.0000000 0.0000000 0.0000000</CENTER>
<RADIUS>5000</RADIUS>
</AMBIENTSOUND>
</AMBIENTSOUNDLIST>
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
Anju
I bet Wucas is like, "Dammit, HellSniper is stealing all my answers."
http://puu.sh/4m7AF.png
Nagi = me.
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Re: Answers to Your Questions - Graphic Development
About this problem how can i fix it(?)
I used Opacity but my when my character is in front i can see through it.
show some pics
here's my character m then i rotated the camera:http://puu.sh/4mEEk
So i can see through it.http://puu.sh/4mEDr
So how can i fix this (?).http://puu.sh/4mEF9http://puu.sh/4mELW
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
Wucas
Really looks cool.. Im gonna practice that too :D
Quote:
Originally Posted by
trunksx
Is that a .png textures?
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For Professionals HellSniper/Wucas and Anju/trunksx and others.. Can you share you little textures for us? Seriously we need it. :D Thanks..
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
Olrac
Really looks cool.. Im gonna practice that too :D
Is that a .png textures?
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For Professionals HellSniper/Wucas and Anju/trunksx and others.. Can you share you little textures for us? Seriously we need it. :D Thanks..
I dont have any textures on this comp right now; If I don't make my textures, I usually rip them from games like TERA or RaiderZ.
As for trunksx's question, simply add "<USEALPHATEST/>" to your material in your maps XML.
Example.
Code:
<MATERIAL name="txa_dg_dung01_gate">
<DIFFUSE>0.5880000 0.5880000 0.5880000</DIFFUSE>
<AMBIENT>0.5880000 0.5880000 0.5880000</AMBIENT>
<SPECULAR>0.9000000 0.9000000 0.9000000</SPECULAR>
<DIFFUSEMAP>txa_dg_dung01_gate.dds</DIFFUSEMAP>
<TWOSIDED/>
<USEOPACITY/>
<USEALPHATEST/>
</MATERIAL>
This is not caused by the usage of PNG, but yet a problem deciding which material should be used on top when the scene is loaded. This does not, however, mean you should use PNG. Using PNG places extra stress on the engine, causing a spike in RAM, CPU and GPU usage due to compression. Use TGA or DDS (preferably DDS), they are loaded directly into the GPU and never even touch the CPU.
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
Wucas
I dont have any textures on this comp right now; If I don't make my textures, I usually rip them from games like TERA or RaiderZ.
As for trunksx's question, simply add "<USEALPHATEST/>" to your material in your maps XML.
Example.
Code:
<MATERIAL name="txa_dg_dung01_gate">
<DIFFUSE>0.5880000 0.5880000 0.5880000</DIFFUSE>
<AMBIENT>0.5880000 0.5880000 0.5880000</AMBIENT>
<SPECULAR>0.9000000 0.9000000 0.9000000</SPECULAR>
<DIFFUSEMAP>txa_dg_dung01_gate.dds</DIFFUSEMAP>
<TWOSIDED/>
<USEOPACITY/>
<USEALPHATEST/>
</MATERIAL>
This is not caused by the usage of PNG, but yet a problem deciding which material should be used on top when the scene is loaded. This does not, however, mean you should use PNG. Using PNG places extra stress on the engine, causing a spike in RAM, CPU and GPU usage due to compression. Use TGA or DDS (preferably DDS), they are loaded directly into the GPU and never even touch the CPU.
Ohh thanks you enlighten me. By the way I have Questions again. :D
How do I Put textures like Mansion or Maiet Maps. Look at my picture its plain textures only I want to put textures like High_Haven. For short How can I put textures on my wall without putting so much brushes? Am I right? Like GTKraidant if I will put some textures I need to make Brushes then put together.
http://i40.tinypic.com/23t0emd.jpg
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http://i41.tinypic.com/ji24ip.jpg
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
Olrac
Ohh thanks you enlighten me. By the way I have Questions again. :D
How do I Put textures like Mansion or Maiet Maps. Look at my picture its plain textures only I want to put textures like High_Haven. For short How can I put textures on my wall without putting so much brushes? Am I right? Like GTKraidant if I will put some textures I need to make Brushes then put together.
http://i40.tinypic.com/23t0emd.jpg
--------------------------------------------------------
http://i41.tinypic.com/ji24ip.jpg
Usually you will not have multi-material objects, but it is supported. Instead of making boxes, I would simply make planes and place the texture you want on there.
As for how to use multi materials, UV map the object, and while you are still inside the element, apply the materials to the selected faces. I have a tutorial on basic UV mapping, you can use the same concept on map making.
http://forum.ragezone.com/f497/wucas...i-part-894729/
Note*: A face cannot have multiple textures on it. You must add faces if you are to use multiple textures.
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
Wucas
Usually you will not have multi-material objects, but it is supported. Instead of making boxes, I would simply make planes and place the texture you want on there.
As for how to use multi materials, UV map the object, and while you are still inside the element, apply the materials to the selected faces. I have a tutorial on basic UV mapping, you can use the same concept on map making.
http://forum.ragezone.com/f497/wucas...i-part-894729/
Note*: A face cannot have multiple textures on it. You must add faces if you are to use multiple textures.
Why is it its a blender? -_-" Do you have 3dmax tut for that?
Sorry for double posting .... I dont have Real space (.RS) I wanna save my work.
http://i40.tinypic.com/oj0cgh.jpg
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Re: Answers to Your Questions - Graphic Development
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Re: Answers to Your Questions - Graphic Development
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Re: Answers to Your Questions - Graphic Development
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Re: Answers to Your Questions - Graphic Development
Did you also place the mcplug plugin?
Rsbspexp & mcplug work and interact with eachother.
Quote:
Originally Posted by
Olrac
Why is it its a blender? -_-" Do you have 3dmax tut for that?
Uv mapping is universal.
The only difference is the hotkeys.
Go learn 3ds max some.
@ Everyone, go solve your problems yourself first.
Dont just run here and want to get spoonfed by me and wucas.
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Re: Answers to Your Questions - Graphic Development
some guide how to use smoke.xml and how to add in 3d max.
Thanks you.
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
trunksx
some guide how to use smoke.xml and how to add in 3d max.
Thanks you.
Look at mansion or any fire object and use your brain to figure out how it works.
Besides it having being explained once before around here how the core mechanic behind fire works ...
Anyways, smoke, like most other things, are dummys that have additional information in the user defined object properties.
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
HellSniper
Look at mansion or any fire object and use your brain to figure out how it works.
Besides it having being explained once before around here how the core mechanic behind fire works ...
Anyways, smoke, like most other things, are dummys that have additional information in the user defined object properties.
Don't be a dick Nagi.
Quote:
Originally Posted by
trunksx
some guide how to use smoke.xml and how to add in 3d max.
Thanks you.
Instead of adding a dummy like Hellsniper said, I would simply edit XMLs personally. To add it in you would first add DUMMY's to your RS.xml. Example:
Code:
<DUMMY name="smk_st_01">
<POSITION>590.4176025 -72.6968231 62.7235985</POSITION>
<DIRECTION>0.0000000 -0.5000001 0.8660253</DIRECTION>
</DUMMY>
<DUMMY name="smk_st_02">
<POSITION>191.1392975 -72.6968231 154.2745361</POSITION>
<DIRECTION>0.0000000 -0.7071066 -0.7071068</DIRECTION>
</DUMMY>
<DUMMY name="smk_st_03">
<POSITION>-209.0900879 -72.6968231 18.0695171</POSITION>
<DIRECTION>0.0000000 -0.5000001 0.8660253</DIRECTION>
</DUMMY>
<DUMMY name="smk_st_04">
<POSITION>417.0073547 0.0000000 472.3074951</POSITION>
<DIRECTION>0.0000000 0.0000000 0.9999999</DIRECTION>
</DUMMY>
Then you will create the smoke xml file (smoke.xml).
Example:
Code:
<?xml version="1.0" encoding="UTF-8"?>
<XML>
<SMOKE NAME="smk_st_01.elu" DIRECTION="90" POWER="100.0" DELAY="50" SIZE="20.0" LIFE="0.699" TOGGLEMINTIME="3.0"> </SMOKE>
<SMOKE NAME="smk_st_02.elu" DIRECTION="90" POWER="100.0" DELAY="50" SIZE="10.0" LIFE="0.800" TOGGLEMINTIME="5.0"> </SMOKE>
<SMOKE NAME="smk_st_03.elu" DIRECTION="90" POWER="100.0" DELAY="50" SIZE="30.0" LIFE="0.699" TOGGLEMINTIME="4.0"> </SMOKE>
<SMOKE NAME="smk_st_04.elu" DIRECTION="90" POWER="100.0" DELAY="100" SIZE="20.0" LIFE="1.0" TOGGLEMINTIME="0.0"> </SMOKE>
</XML>
No ELU needs to be added to the map's folder, simply add these XML edits and it will display correctly seeing it is an effect, not an asset.
Quote:
Originally Posted by
Olrac
Sorry I don't see what you are pointing at.
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
Wucas
Don't be a dick Nagi.
Only if you dont give away everything on a silver plate.
Using a dummy is easier, it gets you the position without extra work.
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
HellSniper
Only if you dont give away everything on a silver plate.
Using a dummy is easier, it gets you the position without extra work.
Its also nice having a visual reference in 3ds max. (Playing with coordinates in xmls isnt fun at all :().
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
HellSniper
Look at mansion or any fire object and use your brain to figure out how it works.
Besides it having being explained once before around here how the core mechanic behind fire works ...
Anyways, smoke, like most other things, are dummys that have additional information in the user defined object properties.
Dont have to be rude dude.
Actually I already tried but nothing happens, but then realize that i wrote frie instead of fire. and second, I didnt remmember that you already post something like that in and older threath
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Re: Answers to Your Questions - Graphic Development
So telling you to think for yourself to figure it out is rude? ...
How did you get through school then?
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Re: Answers to Your Questions - Graphic Development
Quote:
Originally Posted by
HellSniper
So telling you to think for yourself to figure it out is rude? ...
How did you get through school then?
Didnt you think that I already tried before asking (?)
Anyways, thanks wucas for the smoke guide.
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Re: Answers to Your Questions - Graphic Development
Look at the fire animation frames and i mean all of them.
Theres 29 frames that are just plain fire_a##.
But theres this one suspicious frame called txa 30 2000 fire_a00 that also is a frame of the animation.
HMMMMMMMMMMMM what could that mean? ...
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Re: Answers to Your Questions - Graphic Development
Why when i use AEC Extended->Wall, it can be bypassed by the character(wall hack lol) where the box is not like that.
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Re: Answers to Your Questions - Graphic Development
Make a proper collision mesh/hull.