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Hudgun Progress

by geartrooper^2 on 09/24/2007 06:00, 114 messages, last message: 12/22/2007 14:22, 37702 views, last view: 05/18/2024 23:46

It has come to my attention as far as incorporating new hudguns that alot of us[artists] are not on the same page. To remedy this situation I made an avi to show the direction I'm taking with portended hudguns and the hands which will link them.

http://www.youtube.com/watch?v=bBPdhaMWPXQ

Textures and anims are largely experimental but shown to slowly push the process of redoing hudguns with new[better] features. Any and all hudguns are replaceable by anyone's that can do better. Muzzle flashes on the pistol and chaing were also done by myself. The pistol flash is semi-transparent while the submach's are not.

As of this moment LucasWallace is working on some new textures. Julius is working on a shotgun. The pistol, knife and rifle are pretty solid contenders. I'd like the chaing and gl to be better. They need more eyecandy and better textures.

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#75: Re: ..

by SheeEttin on 11/14/2007 01:23, refers to #74

And we've only got one hand! Oh noes! :(

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#76: ..

by geartrooper2 on 11/14/2007 09:57

good eye Acord. the screenshot is not in the firing position though. One hand? Never underestimate the power of gears.

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#77: Re: ..

by Chaos on 12/17/2007 06:23, refers to #37

How do we attach normal maps to out models in sauer?

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#78: Re: ..

by Q009 on 12/17/2007 11:04, refers to #77

Yeah, Sauerbraten has no normal mapped models... Make some skins with normal-bump maps for your models, Geartrooper.

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#79: ..

by geartrooper2 on 12/17/2007 15:58

That easy?

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#80: Re: ..

by Q009 on 12/17/2007 16:42, refers to #79

Hmm... I dont known. I just remember some programs (without names xD) for it.

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#81: Re: ..

by MovingTarget on 12/17/2007 16:47, refers to #80

There is an nVIDIA Photoshop plugin for generating normal maps from textures; as for bumpmaps, I'm not sure.

Here's the plugin, if you're interested:
http://developer.nvidia.com/object/photoshop_dds_plugins.html

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#82: Re: ..

by Chaos on 12/17/2007 17:01, refers to #81

I know how to make "cheap" normals maps with plugins like that.. I don't know how to apply them to models. What needs to be added to the md2/md3 config files to make this work. Like many features in sauer documentation is often scarce.

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#83: Re: ..

by shadow,516 on 12/17/2007 17:02, refers to #81

Yeah, none of you have any idea what you're talking about. Tangent space normal maps are made by comparing a high poly model to the low poly in-game model. In other words, in order for gear to make decent looking normal maps for models, he would have to create very high poly versions of the existing ones - a HUGE pain in the ass.

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#84: Re: ..

by Chaos on 12/17/2007 17:03, refers to #81

I actually use the gimp plugin for my fake normal maps. http://nifelheim.dyndns.org/~cocidius/normalmap/

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#85: Re: ..

by shadow,516 on 12/17/2007 17:05, refers to #84

Those are world space normal maps - they only work for flat surfaces. A tangent space normal map is completely different. Again, in order for gear to make normals, he would need to REMODEL everything in high poly format.

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#86: Re: ..

by Chaos on 12/17/2007 17:09, refers to #85

Then you'll have no objection to me just wanting to see what they look like right? I know it won't be the same thing, but I'm bored and interested in try it out.

So what if it looks bad, it's my free time and my copy of Sauer.

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#87: Re: ..

by shadow,516 on 12/17/2007 17:13, refers to #86

Good luck, you need to match the UV maps so they get placed where you want them to. If you just want to see what a pattern looks like normal mapped onto a model, I already tried that.

http://shadow516.googlepages.com/tribalsnout.jpg
http://shadow516.googlepages.com/tribalsnoutfront.jpg
http://shadow516.googlepages.com/tribalsnoutglow.JPG

it took me several hours just to get that.

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#88: Re: ..

by Chaos on 12/17/2007 17:18, refers to #87

Cool, in a funky kinda way. lol

But seriously, how do you assign the normal map to the model. More specifically, what did you edit in the md3.cfg

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#89: Re: ..

by shadow,516 on 12/17/2007 17:20, refers to #88

I don't even remember. It was quite awhile ago, but it was a pain in the ass.

:shrug:

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#90: Re: ..

by Chaos on 12/17/2007 17:30, refers to #89

Tanks for the screens though, gives me an idea of what to expect.

Well if anyone does know (perhaps eihrul) then please please respond.

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#91: ..

by MovingTarget on 12/17/2007 17:38

Thank you for the correction on normal maps, shadow.

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#92: ..

by Julius on 12/17/2007 19:24

Actually shadow is wrong though.

There are three types of normalmaps:
two worldspace ones (forgot the actual term for the second) with only work 1st on static and 2nd on rotation only meshes, with tangentspace maps work on deformable meshes (e.g. animated meshes like weapon models and player models).

Those tangent space maps can be created with a high-poly mesh and this usually yields the best results.
But they can also be created by a 2D programm like the ones linked above, or cracybump.
It just isn't really worth the efford on anything other than flat level textures for most cases (definitly the weapon models).

How to enable them in the md3.cfg would be nice to know however.

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#93: Re: ..

by shadow-NCCC on 12/17/2007 21:05, refers to #92

I never said you can't do that, just that it's not the way you SHOULD do it ;)

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#94: ..

by Julius on 12/17/2007 21:30

Ahh ok, sorry for the misunderstanding than :p

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