Search found 21 matches

by Wolfen
Sun Oct 21, 2012 5:16 pm
Forum: Modding
Topic: Translucent and fullbright.
Replies: 3
Views: 3158

Translucent and fullbright.

So I am making textures and I noticed when using translucent the textures always seem to be fullbright in the distance. Not being affected by the distance or lack of light anywhere. Is there any way around this that I am missing? I tried various settings of the materials from glossiness, alphatest, ...
by Wolfen
Sun Oct 21, 2012 5:44 am
Forum: Modding
Topic: New lock object crashing editor.
Replies: 3
Views: 2466

Re: New lock object crashing editor.

Neikun wrote:It's because your file is not where your script says it is.
model = "assets/models/env/sewers_dag_wall01.fbx",
should perhaps be
model = "mod_assets/models/env/sewers_dag_wall01.fbx",
Oh f'n duh. I forgot to add mod.... errrrrrrrrrrrrrrrrrrp. Thanks for the stupid check
by Wolfen
Sun Oct 21, 2012 5:29 am
Forum: Modding
Topic: New lock object crashing editor.
Replies: 3
Views: 2466

New lock object crashing editor.

I have created a new lock object. I created a model, centered the pivot on the object, the object is at 0 0 0, assigned a known used material. Created an object in the objects lua defineObject{ name = "lock_sewer_dagger", class = "Lock", model = "assets/models/env/sewers_dag...
by Wolfen
Wed Oct 10, 2012 1:13 am
Forum: Modding
Topic: New Models for Wall Text.
Replies: 7
Views: 5687

Re: New Models for Wall Text.

Ok. Sounds good. I saw you got tangents going the other day on the exporter. THANK YOU for that! =D
by Wolfen
Tue Oct 09, 2012 3:58 pm
Forum: Modding
Topic: New Models for Wall Text.
Replies: 7
Views: 5687

Re: New Models for Wall Text.

Hmmm... It does, but doesn't. I guess I need to figure out how to add a "node". It's not the pivot is it? There are two separate "objects" in the imported obj, each named something. In Max I thought nodes were referencing animation stuff.
by Wolfen
Tue Oct 09, 2012 2:15 pm
Forum: Modding
Topic: New Models for Wall Text.
Replies: 7
Views: 5687

New Models for Wall Text.

So I am trying to create a new model for a wall text. However I get the "text pivot node not found" error. Any idea how I make the text pivot node in Max? I looked at an imported obj of one of the wall text files and I just couldn't see anything different from my model.
by Wolfen
Mon Oct 08, 2012 5:10 pm
Forum: Modding
Topic: Normal Maps help.
Replies: 12
Views: 10222

Re: Normal Maps help.

Ok, THAT makes sense to me. Thanks for the info. It's much appreciated. =)
by Wolfen
Mon Oct 08, 2012 12:53 pm
Forum: Modding
Topic: Normal Maps help.
Replies: 12
Views: 10222

Re: Normal Maps help.

Hi @Wolfen, are you (a) overwriting an existing material with a new normal map, (b) cloning a model and re-texturing it with GMT, (c) creating a new model and importing it with GMT or (d) something else? (a) You can redefine a material to overwrite the existing one if you want to change the normal ...
by Wolfen
Mon Oct 08, 2012 11:38 am
Forum: Modding
Topic: Normal Maps help.
Replies: 12
Views: 10222

Re: Normal Maps help.

I am using nVidia plugin for saving to DDS format and it working great. If you have no problem with your DIF and SPEC maps (created by the same exporter), your trouble are elsewhere. To finalize Normal maps I use nVidia filter/plugin for Photoshop on my new created grey map and then save this file ...
by Wolfen
Mon Oct 08, 2012 9:20 am
Forum: Modding
Topic: Normal Maps help.
Replies: 12
Views: 10222

Re: Normal Maps help.

Hmmm. What do you mean does the same with the alpha channel. I thought the normal needed an alpha channel. When I compared my export to one from Grimrocks pack, it looked identical in what it output. Alpha channel, etc. Ill give it a try though. Thanks. However, aside from that I still wonder if the...