Beleg Cúthalion on 19/1/2013 at 09:25
Really fancy stuff there, thank you Tiens. I'm not sure if I'm too numb right now from my little illness and hence didn't get it, but is the new matlib able to replace in some way the old gold, silver and bronze texture tints? Or is it just meant as an easily-accessible alternative? Because, I admit, I cannot remember seeing the vanilla skins somewhere in the texture browser...or maybe hidden in T3GEN or Engine.
Judith on 19/1/2013 at 09:40
You won't see that material in T3ed. If the material is not using the diffuse texture, it won't load in the texture browser, even if you make it yourself. But you can find objects in static mesh browser that have this ugly greenish default texture, right? If you put such mesh in your map and use Ion button, you should see the effect.
Edit: ...unless you're talking about the second version, which is a diffuse colored in shader + normal + cubemap, that should be accessible in the browser. But, if original version in the game uses normal + cubemap and no diffuse, you won't be able to find this material in texture browser.
Tiens on 20/1/2013 at 01:55
Wah! Great! And what properties did you use in MAX for setting the cubemap texture as a skin? Did you set the cubemap as Reflection map or something else?
Quote Posted by Beleg Cúthalion
Really fancy stuff there, thank you Tiens. I'm not sure if I'm too numb right now from my little illness and hence didn't get it, but is the new matlib able to replace in some way the old gold, silver and bronze texture tints? Or is it just meant as an easily-accessible alternative? Because, I admit, I cannot remember seeing the vanilla skins somewhere in the texture browser...or maybe hidden in T3GEN or Engine.
You're welcome :)
As for the new matlib, you shouldn't worry: it doesn't replace anything, it simply gives you an easy access in the T3Editor's Textures Browser to three metal textures, that more or less imitates the original look of build-in effects for gold, silver and bronze. As Judith already said, the vanilla golden texture doesn't appear in the Textures Browser in any case, "golden shining" could only be forcibly added as a skin to any custom mesh while making it in MAX. But sometimes you need to add some golden skin to something straight into the T3Ed, and this matlib will help you here.
Beleg Cúthalion on 20/1/2013 at 09:25
Ah, OK, thanks for clearing it up. Still, does it look better now already and if yes, what original stuff would have to be hacked to replace the original loot look? After all people complained about not being able to distinguish loot fom junk that easily in TDS without the loot glint.
Judith on 20/1/2013 at 16:18
Quote Posted by Tiens
Wah! Great! And what properties did you use in MAX for setting the cubemap texture as a skin? Did you set the cubemap as Reflection map or something else?
I just used the Normalmap and Cubemap reflection slot.
Also, it would be really cool if we could have such frosted glass effect in-game:
(
http://imageshack.us/photo/my-images/404/222cqr.jpg/)
Inline Image:
http://imageshack.us/a/img404/5672/222cqr.th.jpgUnfortunately those settings won't work anywhere but in 3dsmax preview.
Tiens on 21/1/2013 at 04:24
Thanks for the explanation :thumb:, Judith! I used the same settings in MAX, except "flags" section. Also I checked smoothing groups at the model once again, and they all are OK. So I begin to think, there's some implicit rule in the way of wrapping the model with texture. May it be, texture's borders should join perfectly, or something like that? Well, I have a field for experiment anyway. Also I hope, I'll succeed to get "silver" effect after all... :sweat:
Judith on 21/1/2013 at 21:48
Quote Posted by Tiens
Thanks for the explanation :thumb:,
Judith! I used the same settings in MAX, except "flags" section. Also I checked smoothing groups at the model once again, and they all are OK. So I begin to think, there's some implicit rule in the way of wrapping the model with texture. May it be, texture's borders should join perfectly, or something like that? Well, I have a field for experiment anyway. Also I hope, I'll succeed to get "silver" effect after all... :sweat:
Cool, because I used Flags section to show this frosted glass effect, so it shouldn't be used ;) Generally AlphaTesting is useful for all textures like plants or surfaces with binary transparency (it doesn't support smooth alpha channel transitions), so you can tweak the border where your shape goes from full opaque to full transparent (that's what the 0-255 slider is for).
bikerdude on 28/4/2013 at 10:47
Nice trees and rock textures ;-)