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HI-Galor Pipetta

  Età : 31 Registrato il : 17/01/08 Messaggi : 13
| Oggetto: Modder inesperto Ven Mar 28, 2008 8:52 am | |
| Ciao a tutti Compaio poiché è la prima volta che scrivo in questa sezione
Sto cominciando in questo mondo, in grazie al sussidio inestimable e nella pazienza di B52, e sono arrivato ad un punto in cui non quel senso seguire.
Desidero a texturizar una terra per un programma, ma non come farlo in modo che sia bene. Ho provato a applicarmi alle strutture nel massimo che seleziona i poligoni (3DS MAX) i sindacati radicali sono lasciati troppo.
Guardando la terra di altri programmi, ho visto che le strutture sono come “l'opacità traccia„….ma non poichè si verificano che sono così buone.
qualcuno potrebbe orientare verso me  |
|  | | P@po Soldatino playmobil

  Età : 32 Registrato il : 14/02/08 Messaggi : 52
| Oggetto: Re: Modder inesperto Ven Apr 11, 2008 2:00 pm | |
| | HI-Galor ha scritto: | Ciao a tutti Compaio poiché è la prima volta che scrivo in questa sezione
Sto cominciando in questo mondo, in grazie al sussidio inestimable e nella pazienza di B52, e sono arrivato ad un punto in cui non quel senso seguire.
Desidero a texturizar una terra per un programma, ma non come farlo in modo che sia bene. Ho provato a applicarmi alle strutture nel massimo che seleziona i poligoni (3DS MAX) i sindacati radicali sono lasciati troppo.
Guardando la terra di altri programmi, ho visto che le strutture sono come “l'opacità traccia„….ma non poichè si verificano che sono così buone.
qualcuno potrebbe orientare verso me  |
What do you want to do? Do you want apply texture in a terrain or in Building? What do you mean "texturizar una terra"? |
|  | | HI-Galor Pipetta

  Età : 31 Registrato il : 17/01/08 Messaggi : 13
| Oggetto: Re: Modder inesperto Ven Apr 11, 2008 8:08 pm | |
| Hello P@po
So what I would like to do is what you have done with the terrain of your map. Today I applied texture "grass" around the terrain, but I would like to apply to the unevenness of the terrain other texture, more rocky.
B52 guided me regarding the use of the material "MIX", but it is still not functioning. I also tested with the modifier "Vertex Paint", of 3DS MAX, but not how it works.
I am reading manuals, but for my, the management of all these programs is complicated
Currently, the terrain has a different texture that comes on the image, but if I not explain correctly (my English is bad, sorry ), I leave with an image what I mean: changing the texture of the areas that I have marked, or those that choose

The map I have done, but I need to solve both optimizing the terrain, using various textures where I choose, and the problem that I have posted about the shadows....  |
|  | | P@po Soldatino playmobil

  Età : 32 Registrato il : 14/02/08 Messaggi : 52
| Oggetto: Re: Modder inesperto Dom Apr 13, 2008 12:20 pm | |
| If you want create a mix wit Rock and grass (as my grand valley terrain) do it (sorry 4 my little english):
1-open 3 max 8 2-press M to open Materials menù 3-in BLINN BASIC PARAMETERS click on the square near DIFFUSE (NEAR THE LOCK) 3-When Material MAp Browser , Select MIX, then click OK Click on "none" of COLOR#1 and load the rock textures (i have used the same textures of graw 2, its reccomanded) If you want use and open GRAW 2 textures you must extract quick.bundle in bundle folder. 4-At the same, Click on "none" of COLOR#2 and load the grass textures (i have used the same textures of graw 2, its reccomanded) 5-click on "none" near MIX AMOUNT and select vertex color. 6- Now select ALL terrain and apply this mix material. 7-Make a render preview with 3dmax8 (with f10).You should see entire ground painted with rock or grass textures.Dont warry, its all right. 8- paint some areas (The areas that you want )with vertex tool (you found it in modifier list).
9-Now press F10 (render) you must see some areas with grass and some areas with rock.If area's color are inverted dont worry. The preview of 3dmax8 is different respect real condition in GRAW 2. You must load terrain in editor and you must look if color position are all right. If colors are inverted , In your material .xml you must invert the order of materials. Foor example if you have:
| Citazione: | <material name="ERBAROCCIA" src="landscape" decal_material="grass"> <diffuse_texture file="dam_rock_xy_df"/> <bump_normal_texture file="dam_rock_xy_bm"/> <self_illumination_texture file="cit_dirt_grass_xy_df"/> <distorsion_texture file="cit_dirt_grass_xy_bm"/> </material> |
and you see color inverted, change in diffuse and bump, the dam rock with cit dirt grass.
| Citazione: | <diffuse_texture file="cit_dirt_grass_xy_df"/> <bump_normal_texture file="cit_dirt_grass_xy_bm"/> <self_illumination_texture file="dam_rock_xy_df"/> <distorsion_texture file="dam_rock_xy_bm"/> |
Look: ERBAROCCIA is a fantasy name that i have assigned to ENTIRE mix material. Only single textures that you load when you create mix material has original name BUT the NAME of ENTIRE MIX (the name that appear in menù near the icon of "pick material from object") can be assigned to you as you prefer.
I hope that you have understand. If you have other question i'm here. Bye. |
|  | | HI-Galor Pipetta

  Età : 31 Registrato il : 17/01/08 Messaggi : 13
| Oggetto: Re: Modder inesperto Lun Apr 14, 2008 4:15 pm | |
| Thanks for the video that you put in GR.net, I was being helpful . But I have several questions: The second material to create, is absolutely necessary? Or created to explain how to add more textures?
I had happened on several occasions, before applying the modifier Vertex Paint, I export the terrain without problems. But after using it, when i export, it gives me an error saying that I have reached the limit of vertices (240,000 vs. 65,000). Is this correct, or am I doing something wrong? My terrain has a size of 300x300m and 200x200 segments.
What I would like to do in my terrain, it is applying a material MIX (with textures grass and sand), and then create another MIX (with textures grass and rocks), and where I want, to paint the rocks. But according to the video, I create the first material MIX and applied correctly. When I create the second, and using modifier Vertex Paint, which paint is not the texture "rocks", but the texture "sand" in the first material that I created. What am I doing wrong? |
|  | | P@po Soldatino playmobil

  Età : 32 Registrato il : 14/02/08 Messaggi : 52
| Oggetto: Re: Modder inesperto Mar Apr 15, 2008 11:58 am | |
| | HI-Galor ha scritto: | Thanks for the video that you put in GR.net, I was being helpful . But I have several questions: The second material to create, is absolutely necessary? Or created to explain how to add more textures?
I had happened on several occasions, before applying the modifier Vertex Paint, I export the terrain without problems. But after using it, when i export, it gives me an error saying that I have reached the limit of vertices (240,000 vs. 65,000). Is this correct, or am I doing something wrong? My terrain has a size of 300x300m and 200x200 segments.
What I would like to do in my terrain, it is applying a material MIX (with textures grass and sand), and then create another MIX (with textures grass and rocks), and where I want, to paint the rocks. But according to the video, I create the first material MIX and applied correctly. When I create the second, and using modifier Vertex Paint, which paint is not the texture "rocks", but the texture "sand" in the first material that I created. What am I doing wrong? |
When appear limit error limit mean that you must divide the ground in two landscape as Island of fire of TANATOS B52. |
|  | | HI-Galor Pipetta

  Età : 31 Registrato il : 17/01/08 Messaggi : 13
| Oggetto: Re: Modder inesperto Lun Apr 21, 2008 9:43 am | |
| Hi all!
After taking some time to "detoxify me" a bit with the problems I had in the map, once again reviving it If not understand correctly, I should divide the terrain into two parts .... but then I have to create two objects into folders World, Unit, Objects ... with their respective files. XML? Currently, my terrain is called "terreno".... so would create "terreno1" and "terreno2"? Or is there another way to do it? Would you be able to comment as they did with the map of B52? Thanks 
P.D.: The truth is that I am completely blocked with the map .... what I have already done, but can not resolve the issue of textures of the terrain (although I have made some progress) and the shadows inside the tower and hangars . I would hope that any of you could take a look at my files and/or my map, and to understand and help as we can, to learn how to do it and end this map (I have a tremendous desire to play )
If someone wants to add me, my MSN is: hugo_malaga@hotmail.com (with _ ) |
|  | | =TanAtoS=B52 Soldato bacchettone


  Età : 43 Registrato il : 13/11/07 Messaggi : 179
| Oggetto: Re: Modder inesperto Lun Apr 21, 2008 2:50 pm | |
| Hi Galor is not a good way do a new object with script, but u can add only any modify at your terreno.xml add this script line <body fixed="true" name="landscape2" template="static_ground" max_walk_angle="36"> <object name="root_point"/> <object name="landscape2" collision_type="mesh_mopp" hidden="false" material="concrete"/> </body> <decal_surfaces static="true">
<ds_mesh object="terreno"/> <ds_mesh object="landscape2"/> </decal_surfaces> <lightmap> <object name="terreno" height="1024" width="1024"/> <object name="landscape2" height="1024" width="1024"/> </lightmap> _________________



Le guerre cominciano dove si decide, ma non finiscono dove si vorrebbe.
wars begin where you will but they do not end where you please |
|  | | P@po Soldatino playmobil

  Età : 32 Registrato il : 14/02/08 Messaggi : 52
| Oggetto: Re: Modder inesperto Mar Apr 22, 2008 8:29 pm | |
| | HI-Galor ha scritto: | Hi all!
After taking some time to "detoxify me" a bit with the problems I had in the map, once again reviving it If not understand correctly, I should divide the terrain into two parts .... but then I have to create two objects into folders World, Unit, Objects ... with their respective files. XML? Currently, my terrain is called "terreno".... so would create "terreno1" and "terreno2"? Or is there another way to do it? Would you be able to comment as they did with the map of B52? Thanks 
P.D.: The truth is that I am completely blocked with the map .... what I have already done, but can not resolve the issue of textures of the terrain (although I have made some progress) and the shadows inside the tower and hangars . I would hope that any of you could take a look at my files and/or my map, and to understand and help as we can, to learn how to do it and end this map (I have a tremendous desire to play )
If someone wants to add me, my MSN is: hugo_malaga@hotmail.com (with _ ) |
I don' remember well but if you Download Island of Fire by TANATOS_B52 , and you look the file inside object and units folder, you can see how you can do it. (I say the poligon problem; for textures problem i havent solution sorry ) |
|  | | HI-Galor Pipetta

  Età : 31 Registrato il : 17/01/08 Messaggi : 13
| Oggetto: Re: Modder inesperto Gio Apr 24, 2008 12:18 am | |
| Nothing .... can not fix my problems with the map. I managed to split the terrain into two parts, for rendering power without error excess vertices .... but now the terrain is totally dark, and textures and more evidence that I, as usual. I need help from experts! I am convinced that my problem is something that I have done in the model MAX, so whatever you do, I always fails. Does anyone is encouraged to share their knowledge and time with my map?  |
|  | | =TanAtoS=B52 Soldato bacchettone


  Età : 43 Registrato il : 13/11/07 Messaggi : 179
| Oggetto: Re: Modder inesperto Ven Apr 25, 2008 12:21 am | |
| contact me in msn and send screen shot of problems! _________________



Le guerre cominciano dove si decide, ma non finiscono dove si vorrebbe.
wars begin where you will but they do not end where you please |
|  | | HI-Galor Pipetta

  Età : 31 Registrato il : 17/01/08 Messaggi : 13
| Oggetto: Re: Modder inesperto Ven Apr 25, 2008 6:10 pm | |
| Thanks B52, but lately I do not see on MSN....i work all nights, and sleep all day Here they leave a video (a quick example, is not the final terrain of my map) as I have done the terrain, as painted with VertexPaint, and the result I get, doing the same thing, but on my map, rocks that apply are very large. If I use a modifier of tile very low (x4 or x6), I have to divide the ground, because it gives me error when exporting. When I apply the UVW Map, in Box, it appears that the rocks do not take that value, or need to change the value regardless .... to see if they give me advice....
http://files.filefront.com/Map+Galorrar/;10077457;/fileinfo.html
Thankssssss  |
|  | | HI-Galor Pipetta

  Età : 31 Registrato il : 17/01/08 Messaggi : 13
| Oggetto: Re: Modder inesperto Mar Mag 13, 2008 8:28 pm | |
| Hi all! I still blocked by the creation of my ground B52 is trying to help me, but patience is pretty well .... that helps to ask more members. My problem is I make the ground following these steps:
- Open 3DS MAX 8, in mode Hardware with DX9 - Create a plane 300x300m and 150x150 segments. - Change name to "terreno" - Create a light and root_point, and link light and ground to root_point - Convert the ground to Editable Poly - Add a modifier DISPLACE (i create image .PND with EarthSculptor) - Add a image of my ground and apply a value of 30 to Strength (now i see my ground). - Open Material Editor and create a material DX9Shader. - Select the .fx created for xdxxdy (is the same that use B52) blend.fx - Change name of texture to "mix_base" - Select DIFFUSE grass.dds (obtained from the game) - Select Self_Ilumination sand.dds (idem) - Select Bump_Normal grass_bump.dds - Select Distorsion sand_bump.dds - Apply to the ground (i see the ground with SAND texture) - Add a Modifier VERTEX PAINT and UVW MAP (to see the textures correctly, with parameters: Box, 3x3x3, in Channel 1) - Press to Vertex Paint, and drawing with GRASS on the ground. - When I finish, add another UVWMap with the same parameters, but at Channel 4 - Add the modifier UnWrap to Channel 4 - To prevent me from problems with the number of vertices generated, I divide the ground in two parts. For that, turn back the ground in Edit Poly, select Polygons and half the field. - Select option Detach, and rename that part of the land as "terreno2" - Again, link the new part to root_point, and center pivots of two grounds. - Export
- Open editor, select my ground "terreno" and put. I see the ground correctly (although somewhat dark) - Render and ZASS!!!! The ground appears with many stripes, about the size of the "Tile" that put him in UVWMap (3x3x3)
I have tried everything, even to do it in another computer, to rule that problem was my computer or my graphics card. That is why I need to see how you create the grounds. If anyone could lose a few minutes to make a video of the creation of a ground similar to mine, to see the steps that follows, I would be very very very helpful
A image of my problem:
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