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emoglobinsky

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Everything posted by emoglobinsky

  1. emoglobinsky

    EM_buildings - new buildings

    Thx, i try as much as posible to keep my vertex count low and shape simple, so i won't have to make a ton of LODs (because it's time consuming, boring and harrassing) or deal with arma engine limits. I can't imagine how hard it will be to do all your collision lods when you'll have all your objects for your stalker project :p
  2. emoglobinsky

    EM_buildings - new buildings

    I worked on a new building, a sort sort of garage, same set of textures. Still need to do a proper collision mesh and shadow lod for this one. :)
  3. emoglobinsky

    Oxygen 2 : Ai path lod ? how to do them ?

    I've read that by default, is there isnt view geo, Ai will use geo lod instead, i'll try this tho
  4. emoglobinsky

    Oxygen 2 : Ai path lod ? how to do them ?

    Well, thanks anyway, AI wasnt my priority, i'll let it as is and see later. here is a shot of how i build my AI path lod : http://farm3.staticflickr.com/2871/9573266189_c739f746c3_o.jpg
  5. emoglobinsky

    Oxygen 2 : Ai path lod ? how to do them ?

    Already have thos lods, roadway not overlaping with geometry. Everything is right for the player, walls block players, bullets, explosions, etc... but not AI. They just ran into wall... This only happen when they have to move a small area, like stairs. And they are everytime entering the building by the same "in", even with 4 different entry point.
  6. emoglobinsky

    EM_buildings - new buildings

    Suddenly, AI units appear in building ! http://farm6.staticflickr.com/5538/9573095992_2e67af8c7c_h.jpg Not sure if its a good feature and if i'll do that for each building as Ai looks buggy in stairs
  7. emoglobinsky

    Oxygen 2 : Ai path lod ? how to do them ?

    Do you know how to avoid AI going throught walls ? could be very annoying to see an unit cross a wall and fall from 8 meters XD Right now, i have 4 entry point and about 10 position, is it too much ? Sometimes, my units manage to walk from ground to the roof, but its very rare, most of the time, they just walk 2 floor and goes throught the wall... then die.
  8. emoglobinsky

    Oxygen 2 : Ai path lod ? how to do them ?

    Thx for info How can i affect a pos1 to a vertex ?
  9. emoglobinsky

    EM_buildings - new buildings

    I'll throw an eye, but right now its for mission editing, and i'm not making any mission nor island ^^ I did the geometry Lod, not sure if everything is right, i think i need to test it with AI, but i have to create an AI path in order to XD Here a small-photoshoped picture of AI firing at my building : http://farm4.staticflickr.com/3722/9562138481_8814f70bc6_o.jpg :D wish A3 look like this, maybe A5.
  10. emoglobinsky

    EM_buildings - new buildings

    Shadowlod Test done : due to the fact that only ground floor, first and third floor + rooftop are walkable, i gain a lot of vertices in my shadow lod. I've got a lot of error in my pbo log file (mainly ST error for points, and a message that says shadows disabled :X) but everything seems ok ingame. http://farm3.staticflickr.com/2822/9562130076_f896d287de_o.jpg http://farm4.staticflickr.com/3761/9562130292_00fdafa989_o.jpg + a color ajustment, because i hate the way arma engine cast sun... It's terrible and awful ! It makes everything pink and orange. I neef to find a way to customize lighting in mission editor.
  11. emoglobinsky

    EM_buildings - new buildings

    Thx for the kind words all ^^ didnt expect so much attention ! SG_Smokintodd, you right the first post was an attempt at the building in map "Bog" i think, in Call of Duty (don't know wich one), but anyway i deleted it long time ago ! To be honest, the current building is also from a FPS game : http://img1.lesnumeriques.com/test/60/6097/Battlefield-3_Test_01.jpg and that's because i want to create a set of building that aims to create a CQB gameplay. Right know, i'm still in R&D about feasibility, techniques and documentation ^^ and i hate BIS tools.
  12. emoglobinsky

    EM_buildings - new buildings

    Just foundmyself some motivation to restart working on this "project", with further search and better documation, this what i made : (right now, its just a simple model + roadway, but i'm understanding how works rvmat so now i should be able to produce better assets)
  13. emoglobinsky

    Oxygen 2 : Ambient occlusion map and rvmats

    Found what was causing trouble, it was the NOHQ line, wrong color language i guess... [color="#FF0000"]texture = "#(argb,8,8,3)color(128,128,255,1,NOHQ)";[/color] [color="#008000"]texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";[/color] Here is a shot of 4 lighting settings, 6h, 12h, 17h and around 20h. Seems ok, i just need to upgrade the lightmap res and tweake some uvs... And 2 beauty shots !
  14. emoglobinsky

    Oxygen 2 : Ambient occlusion map and rvmats

    I think you were alright to warry about lighting... I didnt test it with a sunset lighting : http://farm6.staticflickr.com/5532/9545940461_40126ae4fd_z.jpg Fucking engine, i have no idea why it's causing such thing... At night, this look like the same, those lines are enlighted and the rest is dark... btw, here is my lightmap : white is for external parts, so it should multiply anything, and dark gray is for interior, full black is for occlusion. http://uppix.net/X1AJAE.png
  15. emoglobinsky

    Oxygen 2 : Ambient occlusion map and rvmats

    Thx for the information about #argb stuff. Now, i just think i have all my maps. I dont need normalmap or specular. So... All i have to have is my textures applied in O2 to faces, and a rvmat to multiply the lightmap. I dont know what you exactly suggesting about "material maps" :p I'll try with those 2 lines later when i will able to use a3 ;) ---------- Post added at 15:47 ---------- Previous post was at 14:43 ---------- Yeahhhh, its working ! My lightmap is a bit darker, but just a matter of tweaks ! http://farm8.staticflickr.com/7326/9545531841_e66b1dcb55_h.jpg http://farm4.staticflickr.com/3671/9545532229_a09a1b7f2b_h.jpg http://farm8.staticflickr.com/7346/9548319578_f5663ba4d3_h.jpg Thx a lot da12thMonkey here is my rvmat, for info : ambient[]={1,1,0.99999994,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0.30000001,0.30000001,0.30000001,0}; specularPower=90; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "#(argb,8,8,3)color(128,128,255,1,NOHQ)"; uvSource = "tex1"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage2 { texture="EM_buildings\textures\building_03_PR.paa"; uvSource="tex1"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; Filter="Linear"; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage4 { texture = "EM_buildings\textures\building_03_AS.paa"; uvSource="tex1"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage5 { texture = "#(argb,8,8,3)color(255,0,255,1,SMDI)"; uvSource = "tex1"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(0,0)"; uvSource = "none"; }; class Stage7 { texture = "#(argb,8,8,3)color(0,0,0,0,CO)"; uvSource = "tex1"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class StageTI { texture = "#(argb,1,1,1)color(0,0,0,0,TI)"; };
  16. emoglobinsky

    Oxygen 2 : Ambient occlusion map and rvmats

    I have the same result with your rvmat (but without all those maps thati don't have)... Can you explain me what this means : texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; My render is altered when i change those settings, but no idea what each do.
  17. emoglobinsky

    Oxygen 2 : Ambient occlusion map and rvmats

    Can you show me how your ojbect is rendered with this as map ? and give me full rvmat for this ? this is what i want to achieve : a simple lightmap that multiply over diffure/color texture... Pretty simple ! http://www.independentdeveloper.com/images/ambient-occlusion.jpg I'll try to directly convert those textures into paa with right naming _PR, etc.. Maybe someone from BIS will see that thread and help me ? :p ---------- Post added at 09:28 ---------- Previous post was at 09:03 ---------- Sorry for double post but i manage to get it partially working now :p first here is what it should like : its a render from maya : http://farm4.staticflickr.com/3682/9526770715_43cf9c7447_c.jpg And now, what i have in A3 : http://farm6.staticflickr.com/5326/9546063146_5b78d4e9d1_c.jpg http://farm8.staticflickr.com/7338/9543271761_b61177700d_c.jpg http://farm8.staticflickr.com/7362/9546062842_7487abf4a2_c.jpg http://farm8.staticflickr.com/7289/9543271567_24bee98355_c.jpg And my rvmat now : ambient[]={1,1,0.99999994,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=90; PixelShaderID="NormalMapDetailSpecularDIMap"; VertexShaderID="NormalMap"; class Stage2 { texture="EM_buildings\textures\building_03_PR.paa"; uvSource="tex1"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; So my lightmap is showing up ingame, black is multiplied over the diffuse. But i got some srange artefact on one texture, seems like the lightmap is reversed only for this texture (the darker part of the building).
  18. emoglobinsky

    Oxygen 2 : Ambient occlusion map and rvmats

    Super shader dont seems to work... I tried this settings but didnt achieve to have better render of what i want than with this previous rvmat... And i can't afford to bake my lightmap into my diffuse, this would be an amazing waste of pixels (and so waste of files weight).
  19. emoglobinsky

    Oxygen 2 : Ambient occlusion map and rvmats

    That really bother me do not manage to get it working :/ http://steamcommunity.com/sharedfiles/filedetails/?id=170659379 this is what i get with this rvmat : i'm using a lightmap texture in Black and white. I tried different settings like only Green channel, or only blue, etc.. but i keep having trouble to see a correct lightmap... ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=90; PixelShaderID="NormalMapDetailSpecularDIMap"; VertexShaderID="NormalMap"; class Stage2 { texture="EM_buildings\textures\building_03_PR.paa"; uvSource="tex1"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; };
  20. I wondered if an official 3D editor that allows to switch between 2D and 3D were expected to be released by BIS ?
  21. emoglobinsky

    Arma 3 3D editor in full release ?

    BUMP Just found thise in Arma 3 website : Does this mean we will have a native 3D editor ? :D
  22. emoglobinsky

    EM_buildings - new buildings

    I would love to hear more about that "proxy method". Right now, the building seems ok but any knowledge is good to take ;) I'm not sure what you're talking about... I have only one LOD as primary geo model so no flickering, but that could change. I'll post a screen of a new building soon.
  23. emoglobinsky

    Creating assets from scratch for Arma 3

    Not sure exactly what is your problem, but by installing http://community.bistudio.com/wiki/BI_Tools_2.5 Bi_tools, it ill automatically create a p:/ drive where your tools are and where your projects should be.
  24. emoglobinsky

    Creating assets from scratch for Arma 3

    https://community.bistudio.com/wikidata/images/a/a7/A3_Character_Examples_1.1.zip here's is the caracter. I figure out that BIS is using a meter system, this guy is arount 180cm / 180 maya units tall.
  25. emoglobinsky

    Creating assets from scratch for Arma 3

    I wrote a small step by step for import/export only, not complete at all, but with picture to show the process : http://www.flickr.com/photos/94653768@N02/sets/72157633164874638/ I you need further detail, read http://community.bistudio.com/wiki/Mondkalb%27s_Addon_Tutorial
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