nephilim
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Everything posted by nephilim
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WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
have fun population that XD ill guess youll be ready for arma 3.. -
nice only force recon uses michs. the jarheads use LWHs get them more dirty jonny they look like they just left the boot camp
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WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@Neon jungle terrain mud would be even darker and desert more light and more desaturated @Minon for a highpoly reference model its cool but its still too less polys :P for an ingame model its way too much -
WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
looks cool id tone down the splotches a bit tho. mud is either dark brown when its wet or comes in a pale beige tone when its dry. right now it looks more like rust or sh.t hehe keep it up -
Jahve's character addons - Shaw v1.1
nephilim replied to Jahve's topic in ARMA - ADDONS & MODS: COMPLETE
UPADTE! *whipcrack* heheh -
currently?... oxygen has some animation tools in it but theyre crap.. its even more raw that handset keys (DOH!. for "moving" anims.. no.. you´ll have to be quite a masochist if youd want to do animations with oxygen.. theres an rtm plugin for max and maya but they dont take wheights in account. but for static anims.. figure out oxygen
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WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@neon looks nice! now get it drrdddyy! @sander post some 3d app pics of that rifle would be alot more helpful to let you know what you could pimp.. cause right now... i think the reticlue is cool.. -
select the model/polys you whish to repath.. press E or shift+e (cant remember) then in the new promt theres a line at the bottom browse your texture.. DAMN DIFFICULT!
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Multiple player/user editor?
nephilim replied to icehollow's topic in ARMA - ADDONS & MODS: DISCUSSION
not at a time afaik. but you could save your map and send it to you friend and let him do the touch ups no prob -
WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
if you make proper LOD´s you wont have much lag. also group buildings. ofp back then had a limit of displaing 256 obj max at once. therefore some objects were grouped (eg those forrest triangles). would be a good approach for dense urban areas aswell. cheers -
snyide i can send you a wheighted MAX char on tuesday. i havent done much wheightings in Modo but it should be managable. well if your polys point outside theyll aswell do in oxygen. i had no probs exporting/importin in obj format between modo and oxygen, aside from that the OBJ will only be one material and all UVW set´s merged to one i dont know any mathematical approach :/ the problem is how do you want to get the wheighting out of an exported obj (that afaik doesnt save wheights) and store them into a p3d? afaik oxygen cant import such things as wheight maps. cheers and thx for the link
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there is currently no way to save and preserve a models skinning wheigt :/ you have to redo this in oxygen as obj/3ds doesnt store this. personally i dont have anyproblems with importing models in and out. only thing id like to get changed in oxygen would be the sh!tty fact that you have to redo all the texture paths. tedious wast of time .. also preserving the selection sets would be awesome just as the wheighting...... (BIS!! anyway youre talking to wall´s mate.. we at the Lost World mod shifted just because BIS doesnt release essential modding tools, cause honestly Oxygen isnt good for anything else then just saveing and setting up your model for arma.. any other games SDK gives you far more possibilities than the "junk" BIS provides.. (sorry but it is how it is.)
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WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
her´s a paint over http://img153.imageshack.us/img153....MG] minor things. add more segments into bigger things (eg turrent base) as they´re bigger clunky segments will be more noticable! eventually that grid like structure can be taken out and replaced with normal map. since youll bare see that structure from an angle that would make obviousl that these parts are going inward -
people here dont seem to realize that youll never get your models into oxygen with your textures applied and showin already! cause a) oxygen only reads paa/pac (tga gif via conversion) b) the texture paths might be messed up... its the same as if id export my MAX file as a obj and then import it into blender. blender wont aswell know what my files and my texture paths are! i have to redo that. the UVW´s however are stored (if you didnt mess up)..
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WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@messiah yea thats a common problem if you create normal maps with photoshop. it doesnt really take 3d space in account. in such case mess with the channels. R G B = X Y Z best solution would be if youd make a high poly reference model and then blend detail works alot better @gnat thats some funky RC. wheres the controls -
i use modo nifty tool but its not important what tool u use to create your models and import then into oxygen. its 2 different things. if you know how to import things into oxygen you can use whatever app to make them...
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yea well its just a general idea can be applied to anything. sometimes you dont need to do that height map thing eg if you do some scratches or just convert a dirt map to get some surface detail you dont need extra height maps its the same as i showed with the "bad" normal map of those pebbles. for geometry its bad for details its cool. as far as the y-axis just go into the channels and invert it voila. weird tho...
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ok lets start here. this friday ill show you how to create and enhence your photo-sources normal maps. i´m gonna start simple here´s what we´ll use. http://img227.imageshack.us/img227/3909/25881028pc3.jpg nice gravel the texture can be found on mayang.com/textures usually people seem to take a photo and run it through the normal map photo shop filter. the result will usually look like this: photoshop: http://img151.imageshack.us/img151/5747/65108606pa6.jpg 3dsMax, Normal map only: http://img481.imageshack.us/img481/6862/7resultwa1.jpg 3dsMax, Normal and Diffuse: http://img481.imageshack.us/img481/2335/7resultdiffog2.jpg doesnt look really cool huh? more like a cheap wallpaper you can buy in your local walmart. but why is that so. lets take a deeper look into the source image. for that we desaturate it. http://img151.imageshack.us/img151/3348/15710360mk7.jpg ok now the pic´s black and white. and now? it tells us quite alot! normal maps are commonly refered as bump maps on steroids. specially if you create them via photoshop. generally speaking white areas are the peaks and dark areas are the valleys. as you can see in the image some stones are black. would make much sense having these caving inside whilst their actual geometry is described with a convex shape. ok so how to we solve this? increase the samples in the plugin. hmm lets try this: http://img509.imageshack.us/img509/7303/10resultvr5.jpg http://img509.imageshack.us/img509/6400/10resultdiffun1.jpg hmm looks better but still they appear flat so what do we do?? we gonna do what the plugin does but manually MANUALLY?? yes manually but we´ll use some trickery to get what we want ok as i said earlier on the B/W image tells us alot about the geometry BUT since some things like stones (or whatever) can be black we´re having a problem :/ so what now? hang us? no.. open up your image and then click on Image>Mode> LAB-Channel. http://img208.imageshack.us/img208/5329/93040222zn6.jpg ok what the heck is LAB channel??? lab channel is something quite nice! it saves us a luminocity channel! http://img208.imageshack.us/img208/7158/94340320cf7.jpg see the difference? ok some might say hey i could crank up the brightnes to get that well.. it might work in some cases in others not... that my approach and youre free to follow or not. anyway but still we have some stones that are dark due their color. we do not want that. what we aim for is to get something similar to a bump map that just describes the height! so we need to elimate these folks http://img522.imageshack.us/img522/8532/12cl8.jpg for this i took the LAB channel and pasted it into a new image and then collapsed it down and converted into an average RGB. also as we just want to describe the actual geometry i bluerd the image a bit to get rid off all those small nooks and crannies. we will need them but not right now. next step is to basically paint over some stones, preferably the dark ones to give them more height. you can use the dodge and burn tools or just paint with black and white and blend them, what ever serves you. also i cranked the contrast a to get better peaks and valleys. http://img149.imageshack.us/img149/3281/13tl3.jpg alright but wheres the normal map fun?? here it comes save that B/W image and run the normal map filter with it as settings i used : height generation 4 sample scale 5 height source: average RGB anything else isnt important. ok now we have a normal map it looks cool but still not awesome here comes the trickery. its simple if you know how to do it heheh and its not really magic. what you do is the following. duplicate, set blend mode to overlay, blur, duplicate, set blend mode to overlay, blur, duplicate, set blend mode to overlay, blur, duplicate, set blend mode to overlay, blur, duplicate, set blend mode to overlay, blur, duplicate, set blend mode to overlay, blur, etc etc. yes thats all! duplicate copies the normal map and setting it to blend mode somewhat doubles the "height" blurring allows you do get smoother transistions. now that youve youve done this merge all layers down and eventually use the smoothing brush to get some nasty edged stones smooth. ok now we have a geometry describing normal map. but it doesnt have any detail! all the scratches are gone! NEPHILIM IS A LIAR *DIE**HATE*! remember the other crappy normal map we got previously? load it up and copy it into the "cool" normal map and set it to overlay blend mode youll get this: http://img475.imageshack.us/img475/7964/14ge7.jpg now that looks cool! and much better than the crappy normal map we previously had. as a last step we merge it all down and fire up the normal map filter again and go into Alternate Conversions and set it to Normalize only. during the copy/paste/blend process some channels get messed up slightly this option fixes it. so dont forget that! so heres how it looks in action just the diffuse, normal map, and some hard specularity to get a wet look: http://rapidshare.com/files/74882629/gravel_nm_diff.avi.html no magic, no clumsy messing with the normal maps channels i admit i couldve done better with this normal map. but i just want to give you a glimpse on what can be done with some extra effort! remember! layer your normal maps and blend them with other images. you´ll get far better results! here´s another texture ive done on the fly using the similar techique. bad : http://rapidshare.com/files/74882961/2_bad.avi.html good : http://rapidshare.com/files/74883090/2.avi.html ok folks next friday ill cover hi poly reference models and of course show some dirty tricks hope you enjoyed reading. im of course open for critics and suggestions! cheers!
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WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
isnt this lovely XD -
More wounded than dead soldiers?
nephilim replied to kroky's topic in ARMA - ADDONS & MODS: DISCUSSION
the killed eventhandler just knows 2 stages alive and dead / 0 and 1 true /true false.. you cant have it half dead (never heard about a zombie EH ) anyway you might want to try this via damage amount. i cant remember the correct state but this one linked with the hit and or dammageEH gives you much control over what happens if the unit is hit. however its tedious. since each unit has/might have its own armour settings and the script might be completeally useless for a bunch of units.. some tima ago i made a body dismemberment script for my VBS1 marines. it worked to some extend but occasionally you could chop off someones arm with a 9mm beretta :/ a hitbyammo or similar EH would do a decent job -
hehe.. who needs pdfs and rules :P its so old fashioned Â
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WIP: stuff you are working on!
nephilim replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
you dont have to tell me this i know it. yes.... ive said this more then once before your definition is/was just a bit cheesy.. a tris is a poly and a metagon is polygon aswell period. thats what ive basically broke down in my last post... anyway -
ok guys heres some more teaser. we´ll do gravel tomorrow pretty cool gravel cause.. GRAVEL RULS!! lol anyway heres some pics http://img258.imageshack.us/img258/3397/7resultmq2.jpg this is how a normal map looks liek directly calculated from a image. seen it often here does look pretty flat and not really spectacular.. and this: http://img155.imageshack.us/img155/4612/14resultqm7.jpg is how it SHOULD look like. and a lil video with the NM and diffuse map applied. http://rapidshare.com/files/74654736/gravel_nm_diff.avi.html cheers
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ill cover overlapping and mirroring, but in the later tutorials since its more advanced. and no i just wont cover ground textures but these will just be an example. cheers (word! DOH!!
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thx wolle... mustve accidentally posted it here in a fly of temporary stupidnes XD yea i wanted to submit them as thumbnails like other peops do but it didnt work... hmm it worked before... anyway