deltaGhost 10 Posted August 21, 2010 (edited) Ive made a tactical goggles for my units mod - Do i have to make the Glass texture with alot of faces? - do have to make the glass witha pollygon or with a single face? thx its my first model so its not the best goggles that you will find outhtere Also how could i make the texture of the , goggles " the black , part " :S any tutorial , for photoshop texturing ? Edited August 21, 2010 by deltaGhost Share this post Link to post Share on other sites
JDog 11 Posted August 26, 2010 I don't know the answer but I don't see why you think the glass would have to be a single polygon. I don't think number of polygons really matter (I mean, obviously it shouldnt be in the thousands just for goggle lenses, probably not even hundreds). Also... a "single face" is a "polygon". And what do you mean by "the black part"? The frame of the goggles? If you just want to make it black I think you can do it in O2 by hitting E. I don't know if that sets the basic color in-game or if its just for rendering in O2, though. Share this post Link to post Share on other sites
Leopotam 10 Posted August 26, 2010 [offtopic] Goggles modeling, just for fun: http://dl.dropbox.com/u/6754888/Video/GogglesForFun/gogglesModeling.avi (38Mb, x264) [/offtopic] :) Share this post Link to post Share on other sites
JDog 11 Posted August 26, 2010 I could never get used to Blender... though I honestly didn't give it as long an attempt as others I've tried. It's just so daunting when you first get into it. So many buttons, so many windows by default scheme. The organization of it always made me wanna kill myself. But that's just me. The first program I really liked. It's very simple and last I played with it, pretty much just for modeling with very slight texture-mapping abilities, is AC3D. Some people have made some exceptional pieces of work with it considering how noob-friendly and seemingly simple it is. Share this post Link to post Share on other sites
Baraka 10 Posted August 26, 2010 Mark your glass as an selection, it doesn´t really matter how much polys you need, take an transparent Textur (very easy with Gimp) and use it as Textur. Then use the "reflective_glass.rvmat" with it and put the "reflekt_co.paa" in your Folder for the Reflektive Effekt. When u will texture (not just a single colour) the rest, an uv-map will be the best. Make the glass-Textur-thing as the last step because u will get some trouble ingame! Have a look here for some learning: http://www.armaholic.com/page.php?id=5818 Share this post Link to post Share on other sites
max power 21 Posted August 26, 2010 (edited) Model the glass as you would any other object, then apply an rvmat and a _ca alpha texture as I indicated in another thread. If the simple rvmat doesn't do it for you, but I think it will, you might need to do a little research on rvmats on the biki. Edited August 26, 2010 by Max Power Share this post Link to post Share on other sites
deltaGhost 10 Posted August 29, 2010 (edited) Hey guys a lot of thanks for helping , me on that glasses , but ive already gave up on those glasses . the high school its starting soon again , and modding its vicious as hell , so i better dont start anything else until i get some free time , :) anyways i read the posts , Nice information * noted Model the glass as you would any other object, then apply an rvmat and a _ca alpha texture as I indicated in another thread. If the simple rvmat doesn't do it for you, but I think it will, you might need to do a little research on rvmats on the biki. Dont worry i got it , what i did was , Make a RVMAT from the wiki , take a CA texture , that i found inside a mod , paint it white , get all together and , white glass on the glasses i did that by myself like 1 week ago , fortunenly it worked , for internet problems i was away some that week . im back Hey max do you have x fire ? My general objectives on my general mod " that is Ghost recon 1 Mod for arma 2 " are this ones Make Ghost recon characters , for arma 2 ,i can say that its a 50 % done :) Make Ghost recon maps for arma 2 , 0% i have to start lol i have to make 13 maps , nothign hard for me , but id like to get some help , i want to make a big good epic mod , anybody , O2 modeler , visitor 3 expert whatever could help , would liek to get in my mod developoment ? we can make a xfire community , and go ahead : ) its a project possible , possible and great L = If somebody would like to do something big , and great of modding help me : ) ---------- Post added at 02:29 AM ---------- Previous post was at 02:23 AM ---------- Hey guys a lot of thanks for helping , me on that glasses , but ive already gave up on those glasses . the high school its starting soon again , and modding its vicious as hell , so i better dont start anything else until i get some free time , :) anyways i read the posts , Nice information * noted Hey max do you have x fire ? My general objectives on my general mod " that is Ghost recon 1 Mod for arma 2 " are this ones Make Ghost recon characters , for arma 2 ,i can say that its a 50 % done :) Make Ghost recon maps for arma 2 , 0% i have to start lol i have to make 13 maps , nothign hard for me , but id like to get some help , i want to make a big good epic mod , anybody , O2 modeler , visitor 3 expert whatever could help , would liek to get in my mod developoment ? we can make a xfire community , and go ahead : ) its a project possible , possible and great L = Edited August 29, 2010 by deltaGhost Share this post Link to post Share on other sites
max power 21 Posted August 30, 2010 (edited) You don't need to take a CA texture from anywhere. You can name anything imagename_ca.tga and the engine will recognize that you want to take into account the alpha channel for transparency... this is of course assuming you have a program that you can make alpha channels with. You need the regular RGB channels and another alpha channel in the image to make RGBA. That's a 32 bits per pixel image. Each pixel in each channel has 8 bits of depth, 4 channels makes 32. In photoshop, for example, you would get an image you want to use as the texture of the glasses, add a channel, paint the alpha in probably 50% grey for all pixels for you to start, then save as a tga and select '32 bit targa'. I don't have xfire unfortunately. Edited August 30, 2010 by Max Power Share this post Link to post Share on other sites