![]() |
Quote:
|
|
Quote:
|
Quote:
Overall - using the ME2 layers gives more options If your new balloon in a straight switch in the air file - the campaign will start using the new version. Adding more balloons become easy (environ layer is common with all campaigns). Are you going to add them to any ships? |
Quote:
Quote:
Quote:
As for sea going vessels, I will equip with the smaller balloon proxies of two or three troop/war transport ships and possibly of a corvette and of the landing craft, and I will set their timespan from the Nazi invasion of France to just before the end of the hostilities. Again, I will need for suggestions on the best unit type that these balloon-equipped units should be assigned to, for making them to spawn appropriately in campaign. What do you think? Will you help me placing the new barrage balloon units in campaign? :D |
Quick update
The ambient occlusion map of the Mk VII balloon is ready. This is a poor wings3d render of it: http://img541.imageshack.us/img541/46/si09.jpg notice the shadows on the side of the balloon, and the enhanced 3d effect in its fins :sunny: Now it is time to work on the normal/bump map and on the specular mask. Works on them won't last long (just the time to fine-tune them). I see one problem though: land based balloons can be GR2 objects, and they can be set with all their masks enabled with no problem. Nonetheless, if we are going to add balloons to some dat ships, they need to be dat objects or they will render black (as GR2 guns on dat ships). The problem is that, IIRC, ship equipments don't support the UnifiedRenderController, and we need for it if we want self-illumination and normal maps to work. For self illumination map I have a workaround: having created a non-overlapping diffuse UV map, I can overlay the AO map on the diffuse one (this is is the method I have used for the above render, by the way); the problem still remains for the normal map. Atm I see only three possible solutions: - giving up the normal map :-? - if memory serves me well, there is a separate controller which can be used either for AO or normal mapping without need of the unfied render controller. I need to check if we can use it on ship equipments without side effects. - converting the dat ships which are going to be fitted with balloons to GR2 format, but given the current state of the GR2 editor, converting complex units would take long, and with not guarantee of success :hmmm: Any suggestion guys? :) |
Depending how complex the unit is and how many maps actually cover it.
As you know, TDW was not able to bypass the problem with assigning more than 3 maps to a mesh. It is moderately simple to make up to a medium level complexity GR2 from a very simple one (like a life boat, with very few meshes/bones). |
Quote:
The worst problem I have met so far with TDW's editor is its tendecy to break chains, especially when bone/meshes are renamed or when unused materials are removed. This forces to frequent back-ups, in case something goes wrong. Moreover, I have encountered a weird problem that I have still to solve with distorted diffuse/AO mapping on the lighthouse model that I have been workin on lately. :hmm2: |
Quote:
Also, I haven't seen TDW reply to it yet. In regards to backups & broken chains - yep, completely true. It is very tedious sometimes. That is why I, generally, try to select a unit that has close number of meshes/texture maps to what I require to minimize that risk. Bones can be moved, textures re-assigned, even if not renamed. |
Quote:
Quote:
Quote:
|
Quote:
|
Quote:
|
Quote:
But even with manual re-write in TDW's editor works. The only reason I used hex-editor was because there is just too many bones/meshes in the uboats gr2 and the names are very similar - exact same length anyhow, so I could just sit and "find next" & "replace": repeat as many times as needed. I think in the lifeboats I did it through TDW's editor. |
Quote:
|
Quote:
I don't know if my way is right, but to me it seems better not to leave anything just in a "shadow" mod. Don't know why, but I feel it creates more problems |
All times are GMT -5. The time now is 11:39 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.