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I know very little about rendering programs but how do your work with Cycles Renderer applies with the textures and materials we see in game?
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Due to deleting the original material, my first import of the lighthouse looked like that:
So I tuned Specularity down and Roughness up.
(and applied face and edge smoothing of course)
These changes are transfered via the mtl. file.
In that case - as far as I´ve seen - especially by the Ns., Ks. and Illum values.
Is that the way, how the specular map works?
The Renderer itself appears only indirectly in game.
For exampel: the way you are doing AO-maps is determined by the specific renderer.
After a lot of efforts, I´m meanwhile able to create AO-maps in Cycles
(In the beginning they were pitch black), in Eevee or so, for whatever reason,
I´m at the moment not.
Would be interested, if AO-maps created with Cycles look differend from AO-maps created with other Renderers? Or if differences are only a matter of settings?
But concerning AO-maps: I would be thankful for every tip,
how to set up options and values to achieve good results in SH5.
Thanks at this point at the creator of ObjSort too:
Have to find the post with the link again, where I downloaded it from,
to give proper credit.
A great tool, that works very well and saves me a lot of time!
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That's the bunker I have imported in game for TWoS. In general I wouldn't recommend you to use modded files for your own mods.
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Initially I intended to use the church file as shell-file.
But when you open it, the church itself is miles away from zero point.
Annoyed by scrolling, I choose the bunker file instead and it was a good decision.
It´s a great import.
As you mentioned above, it´s cool to have the possibility to add AO- and Normalmaps.
And likely sooner or later, I will be able to make use of the damage and reflection model too.
Why there is an additional Bump map material: Bunker_Large_AB?
Would I be able to apply a Normalmap and a Bumpmap at the same time?
Until now I had no problems with the bunker file.
After all I read, I have expected much more instability.
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IIRC, units' rendering radius in stock game is 20 km. Beyond that limit, all the units are treated as immaterial points. One of TDW's patches can increase this limit.
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I need to test this again and moreover I will try to find this patch of TDW.
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Do you have SHIV? If not, just check one of the DAT ships included in TWoS to understand how the unified render controller works. It should be okay using it on units as well as on terrain objects.
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Yes, I have SH4. I will try to import Flakmonkeys lighthouse with SH4 features into SH5.
But – as far as I remember – the trouble with using unified render controller in SH5 is, that it doesn´t work with land units or terrain objects?
Yesterday, I managed to import the lense into the AmmoBoxGR2.
I dropped this file into the library.
It was easy to change the bone-position and to modify the lighthouse.eqp.
Problems started, as I attached a corresponding sim-file and tried to set the ParticleGenerator.
The lense vanished in Game as well as in Goblineditor.
Will experiment a bit more.
In the next step, I plan to transform the TDW_FXU_lighthouse_flare into a lense.sim.
And since you made me curious about this HarborController, I will have a look at it, as soon as possible.