Voidguide on 9/3/2005 at 02:11
I have found the solution to unseen textures, thanks to rujuro who mentioned about placing textures in PCTextures folder. But the problem with a "slow Garreth" remains. I'll explain in more detail. I have created the doorway, sort of an arch with 2 steps, while I try to tread on the first step Garreth slows down (like in slo-mo) and won't go any further. Did anyone run into such a problem?
Ulukai on 9/3/2005 at 10:58
Did you build a physics volume for the doorway using the collision maker tool in 3ds max? I don't think it likes concave shapes too much and it's probably 'blocked off' the doorway, i.e. see the problem I had with the collisionmaker (
http://www.planetunreal.com/ulukai/temp/erm.jpg) here
If that's not the case, try switching to fly mode (There is a fly debug mode, right?) and try to fly through the doorway. If you can, then I would suggest the steps are too high. If you can't, then maybe there is an invisible BSP brush blocking the doorway (which sometimes happens if there is a BSP tree build problem).
rewclough on 9/3/2005 at 12:38
Voidguide, I have had a problem like that, not sure if its the same one:
Mostly when jumping, I've got stuck where it seems that garretts feet are below the bsp or something. Moving seems to make garrett float along (a bit slower), no footsteps heard. Seems to happen from time to time, could of course be errors just in my maps :erg:
Voidguide on 10/3/2005 at 07:02
Unfortunately, the collision script does not help. As for the height of the step, it's 8 units, I guess it's not so high...
Voidguide on 10/3/2005 at 07:36
As for BSP tree problem, i am using a test room with 256 256 256 dimensions, could that problem be in such a simple room?
Voidguide on 10/3/2005 at 08:39
At last I have hit on a solution. I should have checked 'Exact' option in the Physics Hull parameters before the compilation. Well, now I am through with static meshes. Almost. I need find the way of making convincing textures, I mean though they are embossed, when moving the source of light the textures have regular shadows... but nevertheless my textures are not so real as those supplied with the editor.
It all looks like the obstacle race. Every time one surmounts an obstacle, another obstacle is ahead, and so on till the end, if there's the end :)
I found another "obstacle" - the light. In the game it is brighter than in the editor, though the parameter of light is in default position in the game. What causes such discrepancy?
toolman on 10/3/2005 at 12:10
Maybe the fact that instead of looking at a teeny box your looking at fullscreen :)
As for the textures,
I can't get the editor to display my normal mapped textures either. Like you say, the diffuse texture will appear and place fine, but doesn't appear embossed when you switch the lights on. I've tried lots of different combos too, such as importing the diffuse, not the normal. Checking the generate mipmap box, unchecking it. Importing both blah blah blah. Never works for me.
What works for me at the moment: I'm just plucking out normal mapped t3 textures I won't be using in my level out of the root dir, backing them up, and renaming my files to fill the holes so that they show up in the texture list. Now when applied to a surface it displays my normal mapped textures fine. Of course, textures have to be copied to both pctextures and texture folders as you've already said. It's a temporary solution, and not ideal. But it works, for now.
BTW, how are you going about prepping your normal mapped textures for the game?
Myself, whip my texture into photoshop, save it as a ***_D.DDS
settings in nvidia dds dxt1,rgb,no alpha
2d texture
no mip maps
and in normal map settings
uncheck convert to tangent space....
check wrap
4 sample
average rgb
image type: color map
everything else left default, then save.
As for generating the normal map, I first get a preview of it by going..
filter->nvmaptools->normalmapfilter
still on 4 sample, wrap checked etc.
Alpha field should be on height.
in the scale dump a number in, click 3d preview and itll show the density of the effect, just keep tapping numbers till it looks okay (ie not too weak/strong). Generally between 5-20 does it for me.
When your happy save as ***_N.dds
everything else shold be same as before
go into normal map settings
check convert to tangent space
check your scale is what you set it to
ok and save
Hope this helps.
Voidguide on 10/3/2005 at 23:32
toolman, now textures look much better, thank you so much. I did not use some parameters mentioned above. Now if I get you right, you meant MatLibs. It goes like this:
1. In 3dmax open Material Editor.
2. According to Ulukai's tutorial go to: diffuse -> IonShader and so on...
3. Give name to the texture.
4. Assign it to the selection.
5. Press 'Put to library' (at least I do it if I want to add a texture to the matlib that was created before).
6. Again name it.
7. Press 'Go to parent' and now save the library. (I do it this way: in the Material Editor window press "Standard" button, choose "Mlt Editor" in the "Browse from:" area and then press "Save as..." button below. Type the name of your library).
8. Open MatExport -> Export -> Open your newly-created matlib (.mat) and save it in the TDS MatLib folder.
If you've already run T3ed, you will have to reload it. After this import your matlib.
I should say that I created a separate folder for my textures either in Textures folder or in PCTextures.
Of course, it is only my way of doing it, I find it convenient. I hope this itemized version will be of any help to anyone.
Mugla on 21/3/2005 at 15:45
I've got the same problem with the volume tool (nothing happens when clicking). Do I need to re-install, and then hope that it doesn't reoccur, or is there something to fix it?
Voidguide on 25/3/2005 at 22:57
I did not like that state of things either. I had no desire to reinstall everything, so I have found the solution (at least it works in my case). As I changed the state of XYZ and perspective viewports, i.e. from the default position to a custom one, I noticed that volumes did not work after. So, looks like the only solution is to leave everything as is. Namely the viewports should be left either in a 'fixed' position or in a 'floating' one, but the presets of the viewports should not be selected.