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-   -   [TEC] Ambient Occlusion Tutorial (https://www.subsim.com/radioroom/showthread.php?t=136354)

runningdeer 06-05-09 06:25 PM

Quote:

Originally Posted by skwasjer (Post 1113011)
You can use color in an AO-texture. Just understand that full white allows the original underlying color to pass through fully, where black fully blocks it. So when having some pixels as 'red' in an AO map, it will essentially only allow the red channel of the texture underneath to pass through. The technique can be used in a limited way though, since you can't paint/overlay white colors this way. It is however perfect for darkening areas of a model, or even tuning the colors a bit (due to light sources or whatever).

For adding text to a specific place on a ship, I recommend using decals. This is a simply geometric flat mesh, positioned close to the side of a wall for instance, and then you put a (transparent) texture on it. But you'll need a 3D program to create that mesh though.

Thank you for the reply. Been trying to figure this out for a long time.

Thats not to say that I completely understand what you said, lol, but I sort of understand about using/applying a decal using a mesh...I think.

But...I have a place to start now! Thank you for that :know:.

ichso 06-06-09 02:35 AM

Nice ... :DL

The S3D is able to export the 3D-Model of any submarine ( open it's .dat file and find point 5 in the list called "Node - NSS [type]", open it and right click on 3d model to export it as an 3d object.

The use something like http://www.blender.org (it is free) and there import the model again (don't bother trying to open the file, import it). There you can change the 3D Model, save it and import the updated one back via S3D again.
Thanks skwasjer

It is of course much more complicated to keep up with other mods editing the .dat file. Because supermods and whatever like to edit stuff there and you would have to keep adding your own changes to the newest versions to keep up with them if they update their mods.

keltos01 07-10-09 02:15 PM

bump ! another should be sticky :yep:

keltos

keltos01 07-23-09 01:56 AM

bump for Sledgehammer 427

othr 11-03-09 11:23 PM

First of all forgive me as I really don't know anything about 3D and this question may seem very silly.

I exported a VIIC from an SH3 .dat file and performed the steps you described. Could this ambient occlusion map be now used to add shading to the boat's model instead of using the old SH3 'SHD' nodes?

http://img84.imageshack.us/img84/4563/62361264.png

Like so? Thanks in advance.

othr 11-04-09 10:36 AM

I managed to pull it off, thanks for the tutorial!

Now only if I could do the same for the conning tower :)

keltos01 11-05-09 01:25 PM

Quote:

Originally Posted by othr (Post 1198966)
I managed to pull it off, thanks for the tutorial!

Now only if I could do the same for the conning tower :)

same thing as for the hull

the only thing not used in the towers are bump maps

keltos

othr 11-05-09 08:04 PM

It's working and the type VIIC I've been working on, even though I have nearly 0 artistic skill just looks beautiful! The only thing I'm having problems with is the specular map. I made one but well it's far from perfect, maybe even far from half decent.

keltos01 11-22-09 04:51 PM

bump


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