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Bump Map and Light Texture
Hi,
Many that have tried to clone, and rework the 3d .obj, extracted with Pack3d or Datextractor, (...I am one of this) in first it has had this problem: http://immagini.p2pforum.it/out.php/...4_image005.jpg After an analysis, I have seen, in hex, some error. Only with Pack3d I have worked and it is the cause. The solution is rework in hex and transfer the data, of the 3d object, in a good file .dat, without error. Where it maintains also the chunk TMAP. But the problem now is another. This is not a good result Here the result: http://immagini.p2pforum.it/out.php/...4_wrong001.jpg In second time I have tried thousands experiments and in one of these I have cancelled, from the folder of unit, the image: O01.dds. The result has been that the lights and the shadows are disappeared, but the object is correct: http://immagini.p2pforum.it/out.php/...4_wrong004.jpg http://immagini.p2pforum.it/out.php/...9_wrong005.jpg In this case, I have added some face of the original object, and it work fine, (without light and shadows) http://immagini.p2pforum.it/out.php/...2_fixcr001.jpg The Texture Map of the Light Texture it is mistaken or it does not exist. I think... the technique of Bump Map and the Light Texture require an Map I cannot demonstrate this, but the search of information, has arrived here. Another problem is insert this information in the .obj Wavefront file and import this in .dat file. Many questions that, in this moment do not have answers. If anyone have some information for this, it can post here :up: BEST REGARDS UBOAT234 |
Light Map
Hi,
In these days, one student university has explained me something that is making a examination with 3d studio. The Light map is one of more high complex sources during the rendering. In order to reduce the times of calculation, especially in the creation of animations or applications in real time, and possible to precalculate the lighting system, to save it on texture. The mechanism, also producing close to the real, turns out particularly effective for the luminous effects that according to do not vary the position of the observer (surrounding light and lambertiana reflection). It is spoken about Light Map, when the texture come used in order memorize all the luminous phenomena. For the texture O01.dds, the light map, is necessary make a new texture, because the model is changed (import modify and export). In 3d Studio exist a function for render this texture. In next day I study this and I post a tutorial. For anyone it wanted to try, here there are the photos that it has sent to me, are not much clear, perhaps but someone knows these shielded. In any case, anyone have some information for try and to explain me :up: http://immagini.p2pforum.it/out.php/...clusion001.jpg http://immagini.p2pforum.it/out.php/...clusion003.jpg http://immagini.p2pforum.it/out.php/...clusion004.jpg http://immagini.p2pforum.it/out.php/...clusion005.jpg The solution is in this step. It write: Through the commando Rendering - > Rendering on texture, is possible to precalculate the total lighting system caused the Skylight and save it on texture. It must in the first place, to cancel the creation of permanent materials, and to specify the folder in which the texture they will come saved. The present objects are selected therefore on the scene, and they join with the push-button You add a object. Is possible therefore which phenomenon is wanted to be precalculated: in this case one lighting system map. The dimensions of the texture are specified therefore to create, and deselect the voices Shadows and Direct Light On, in order to generate only containing maps the indirect lighting system. Continue... BEST REGARDS UBOAT234 |
Will this be exported along with the object file?
Remains to be seen. Will Pack3d import this info? Being as Pack3d was not written to support this, I doubt it. I see what is needed. Now I need to see how we can import this. |
Light Map
Quote:
Here there are some information that you can understand better than me: http://www.webreference.com/graphics/game3/3.html Can you try? I dont have 3d Studio :cry: BEST REGARDS UBOAT234 |
Quote:
Well, I think there is a misunderstanding here with the terms we are using :D A light map in 3D is just what you explained very well above, but that is not what the game is using... The game uses an OCCLUSION map, not a LIGHT MAP (thatīs where the letter "O" comes from in the file). People in this forum (even me) uses both words indiferently but there is a BIG difference between them. A LIGHT MAP, as you said, is a texture generated by the computer by "bakeing" all the effects produced by given lights in a scene, this are basically shinings and shadows (to explain it briefly :D) In the other hand, an OCCLUSION MAP is just a map generated by the computer that just darkens the closed corners of a 3d object to SIMULATE the effect of a global ilumination without using any real lights. Itīs just a "simulation" or "fake" and thatīs just the difference with the Light Map (where are real lights the ones that generate the map). Here I did a pic so you can understand what an occlusion map is easily: http://img.photobucket.com/albums/v2.../Occlusion.jpg So, the game uses an occlusion map (not a light map ;)) with a normal and a color map to generate the shading of the objects in the game. Anyway your post made me think in something that I hadnīt notice before... Looking at the Occlusion maps of the objects and their respective color maps itīs obvious that the occlusion map is using a different UV map than the color and normal map are using... so we have an .obj with two different UVs for 3 textures. Now we know that itīs impossible to use Pack3D (in their actual versions) to unpack or repack .dat files for SH4 since the software is designed for SH3... .dat files are much more complex now than in SH3. Look: http://img.photobucket.com/albums/v2...oZS/SHmaps.jpg I have no idea how to unpack .dat files without messing all this info (thatīs what actual versions of Pack3D are doing) Maybe someone could ask the developers how the H**l did they do to pack/unpack this freaking files? :up: |
Light Map
Hi,
I have tried to rework the Light Map of my "Conte Rosso". I have Re-Textured and Re-Mapped the main object, the hull with bridge. I have tried to change, with my software 3d, the model: Duplicate face, add new Face, ecc. and to Remap these, in way standard, as we made before with SH3. After I have asked the software to create the light-map, and have saved this, with the same name of the original ...*O01. Without to change nothing, I have exported the model 3d, and import this with Pack3d, in to the .dat file. In hex have changed some byte. In this case I have changed only some poligon and the Light-Map, is not true, only the map for some obj. and it is a SUCCESS!:up: The theory was exact. This is the original Map *.O01 http://immagini.p2pforum.it/out.php/...shadows007.jpg This is the map that I have created *.O01 The map is totally different of the original and not ended. She was only in order to try the mapping. http://immagini.p2pforum.it/out.php/...shadows008.jpg Here the result: http://immagini.p2pforum.it/out.php/...shadows001.jpg http://immagini.p2pforum.it/out.php/...shadows010.jpg All the one which I have modified it is in place. There are some other not mapped, because I dont have mapped this. There are many things to explain. But before I want to still try with all the objects and to see if it works fine. After I post all :up: BEST REGARDS UBOAT234 |
Moin,
have been away for a while and it will take time to be up to date with all the new information. The info you both have collected meanwhile are very interesting. But have you noticed already, that the _001.ddsīALPHA channel is completely different from the RGB channels? That means we have to maps in one file. This alpha channel is applied using the same vertex coords as the _T01.dds file, while the RGB channels have their own texture coords. Skwasjer made some good points on that. http://img95.imageshack.us/img95/145...lpha001xm5.jpg This is a small coastal merchant mapped with the _O01.ddsīalpha channel only. The RGB channels use the vertex coords stored in the TMAP. Regards, DD |
Ok
Right,
But have news for this in work. Now I am in my office and I am working. Perhaps this evening I have other good news. BEST REGARDS UBOAT234 |
Texture Occlusion
Hi,
Here the instruction for create the *.O01.dds http://www.alexmunn.com/html/class_levels_shaders.htm BEST REGARDS UBOAT234 |
Railing
A simple tut for import the .obj and separate the railing when you import the file:
1) In first copy/backup, all file .obj extracted from Pack3D, in other folder. 2) Opend the file in a text editor, I use Notepad++ but important is after the work, save with ANSI code. Search all reference cfg: http://immagini.p2pforum.it/out.php/i150606_maya013.jpg The second reference is usually the Railing Change this, for ex. add a number, in this case I have added the number "2" to the end: http://immagini.p2pforum.it/out.php/i150608_maya012.jpg In File .mtl delete the chunk dmg and add the same number before to according to material. Here the original .mtl http://immagini.p2pforum.it/out.php/i150611_maya014.jpg Here the modified: http://immagini.p2pforum.it/out.php/i150615_maya015.jpg Save all file opened. When import this the new .obj created, you can separate the railing with the command ungrop or when this is opened, select the object with a command: Select object with this material. It depends on the used software, but usually this command is common to all. Continue... BEST REGARDS UBOAT234 |
Maya
In this case with Maya:
Import the .obj, before modified and saved http://immagini.p2pforum.it/out.php/i150657_maya016.jpg Go to the Hypershade http://immagini.p2pforum.it/out.php/i150669_maya017.jpg Select the second material, Maya have named it with 3, but this is the second, the name is not important. With right click on the mouse, selects in the menų as soon appeared: Select Objects With Material http://immagini.p2pforum.it/out.php/i150745_maya018.jpg Now it select the Material and this is the Railing http://immagini.p2pforum.it/out.php/i150683_maya019.jpg http://immagini.p2pforum.it/out.php/i150684_maya020.jpg Move the faces selected towards the high http://immagini.p2pforum.it/out.php/i150686_maya021.jpg http://immagini.p2pforum.it/out.php/i150689_maya022.jpg But if you select the Railing, it is joined to the main hull http://immagini.p2pforum.it/out.php/i150690_maya023.jpg Now select in the menu Polygons and select Separate http://immagini.p2pforum.it/out.php/i150694_maya024.jpg After the separation process, select all the faces of Railing ad select, in the menu Poligons, Combine http://immagini.p2pforum.it/out.php/i150695_maya025.jpg Now the Railing is one object, separated from the main hull http://immagini.p2pforum.it/out.php/i150697_maya027.jpg Now you can start to produce the Low Poligons for the process of Occlusion Map Continue... BEST REGARDS UBOAT234 |
Tut
The job continues
Now, also other objects are separated from the main hull http://immagini.p2pforum.it/out.php/i150703_maya028.jpg And if you have noticed, there are still of the objects groups. Well, these are the objects that will come mapped in the Texture. O01 But they have the Vertex with a reference mistaken, different, because they have a reference from Pack3d to the Vertex, from the Texture .T01 http://immagini.p2pforum.it/out.php/i150717_maya029.jpg We must create a new Texture .O01, because we have changed the structure, Re-Mapped, Cloned, Add, Duplicate ecc. Well, the next operation is simple, but to make with attention Select one of this object http://immagini.p2pforum.it/out.php/i150723_maya030.jpg In the menu Edit Polygons, select Split Vertex http://immagini.p2pforum.it/out.php/i150724_maya031.jpg and after we go to the menu Poligons and select Separate http://immagini.p2pforum.it/out.php/i150728_maya032.jpg Now all the triangles, of the object selected, is separated and have everyone, the vertex right http://immagini.p2pforum.it/out.php/i150733_maya033.jpg If you Re-Combine the triangles, the object have a reference for being mapped, and for create the New Texture Map. http://immagini.p2pforum.it/out.php/i150734_maya034.jpg Continue... BEST REGARDS UBOAT234 |
Bake Occlusion Map
Basics of how to bake ambient occlusion maps in Maya 8. The process is similar for all versions of Maya but the names will be different...
In Maya there are probably, many ways to make this, but for me, this is much express. MLB =Mouse Left Button MMB =Mouse Medium Button MRB =Mouse Right Button SHADER NETWORK Open the hypershade window and from the Maya nodes list and drag with MMB a Surface Shader node to the work area http://immagini.p2pforum.it/out.php/...ntoccben01.jpg We must modify the Node Go to the top of the nodes list and change it to MentalRay nodes click with MLB on the "Create Maya Nodes" http://immagini.p2pforum.it/out.php/...ientocc002.jpg Select textures tab and with MMB drag an 'mib_amb_occlusion' node in to the work area http://immagini.p2pforum.it/out.php/...ntoccben02.jpg Now connect the 'OutValue' of the Occlusion node to the 'OutColor' of the surface shader. This is the default connection between these 2 nodes so you can do this by simply holding down Ctrl and MMB dragging the occlusion node over the shader node http://immagini.p2pforum.it/out.php/...ntoccben03.jpg http://immagini.p2pforum.it/out.php/...ientocc003.jpg Continue... |
Occlusion Map
Now we setup the scene
In order to get good results from Ambient Occlusion the scene environment must be white. To do this open the Outliner window and select the Persp camera. In the attribute editor under the Environment tab slide the Background Color to 100% white http://immagini.p2pforum.it/out.php/...ntoccben04.jpg http://immagini.p2pforum.it/out.php/...ientocc004.jpg http://immagini.p2pforum.it/out.php/...ientocc006.jpg Now open the Render Globals window and select MentalRay as your renderer and Production as the quality preset. Now change the multi-pixel filter to "Lanczos". (this will automatically change your Quality preset to 'Custom' like in the picture) http://immagini.p2pforum.it/out.php/...ntoccben05.jpg Close the render Globals window and assign the 'Surface Shader' you have setup to your model. It should turn the model completely black. The time for apply the texture, depend of the configuration of the your Workstation http://immagini.p2pforum.it/out.php/...ientocc007.jpg http://immagini.p2pforum.it/out.php/...ientocc008.jpg http://immagini.p2pforum.it/out.php/...ientocc009.jpg http://immagini.p2pforum.it/out.php/...ientocc010.jpg http://immagini.p2pforum.it/out.php/...ientocc011.jpg Tweaking Frame your model and hit render. It should render quickly and look quite grainy and crap at this stage, like this: http://immagini.p2pforum.it/out.php/...ientocc012.jpg http://immagini.p2pforum.it/out.php/...ientocc013.jpg Now we need to tweak the settings a little. Open the attribute editor and then in the Hypershade window click on the Ambient Occlusion node. The Occlusion node's attributes will now appear in the attribute editor. These are the settings I use The first setting to change is 'Samples'. Increasing this will remove the grainy look but will drastically increase render times. 256 samples is good for most objects Do not change the 'Bright' and 'Dark' settings. These affect how light/dark the occlusion value is, but it is a lot better to render with the default extremes and tweak them in Photoshop at a later stage if you need to. http://immagini.p2pforum.it/out.php/...ientocc015.jpg The spread setting affects how far the occlusion shadow spreads over the surface. Again the default setting of 0.800 is good for most objects, any lower tends to be too extreme, and a high spread can cause darkening problems when it is multiplied over your colour layers in Photoshop. Baking Once you have the occlusion looking good in a render, the next stage is to bake it to a texture. Continue... BEST REGARDS UBOAT234 |
Hi there! Well, actually I know how to generate occlusion maps in 3ds max and Maya, you could have just asked lol :D
Anyway, generating the occlusion map is relatively easy, the problem is exporting the object with the different UVs and pack it back to a .dat, thatīs just what I donīt know how to do... at least without messing all the texture info :cry: By the way, I DO NOT recomend to use Maya to modify objects for SH4: the maya shading network creates an additional render node (I donīt remember the name right now) that is exported with the .obj and is not recognized by the game engine. Try modifying an object in maya, export it as .obj and import it in 3DSmax: you will see an strange texture in the material editor... thatīs the additional node created that breaks the original objectīs textures and shadings. As I saw in the development diary videos of the game it seems they used 3dsmax to create the game so I would stick to this app to modify objects... Thanks for the tips! :up: |
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