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Mr. Q
04-13-2005, 08:20 PM
If i make in Maya a model with NURBS and convert it to polygons (because Pained don't show NURBS) adding textures and put it in my map it only shows textures on one side. In Maya it shows both sides with texture, see tempel roof and half cirkels. The square is just an polygone plane and even that shows in Pained only one side texturing. Anyone an idee how to get both sides textured or do i have to work with polygons if its an open model.

http://users.pandora.be/Mr.Q/New_map.pkm

Varus77
04-14-2005, 10:27 AM
Yes...its because of the name:

"MyTexture_2sided_I-Like-it" <<<< any name within this part and all is ok :) :(

fleabay
04-14-2005, 03:15 PM
Read the doc called "Pain Engine - MPK Substrings.pdf" in \Painkiller\Docs\Editor Docs\

Mr. Q
04-14-2005, 05:15 PM
Ok thanx i figured it out but its not the texture name that has to be named "2sided" it's the name of the "SHAPES" in the channel box (Maya) that has to have the string "2sided" included.
ex: "Tempelroof_2sided"

I'll have to read those docs a bit better.

Varus77
04-14-2005, 06:44 PM
I've meant the shape ... MyTexture_2sided_I-Like-it...but better would by:

MyObjektWith_2sided as the name of the object of course... sorry for the miss..

@ Fleabay...I need your help with the Water-trouble thing.

It is a shape with a frozzen wave atleast in PainEd...(wireframe is planar of course)...
All the parameters of WATER in properties don't work on it...

It is water if I shot on it...but this is all...no animation of waves... :(

fleabay
04-14-2005, 09:46 PM
Varus, I sent kalme some info on the water. Here is what PCF sent me some time back. I think my problem was not paying enough attention to lightmaps when I was trying to the water to display in my maps.
-------------------

Make sure the poly sheet has 2 UV sets, where the second is designated
for lightmap.
The shaders are fixed to use a lightmap when rendering water effects, so
they look for
the 2nd UV set and sample the lightmap with it. For testing, having 2 UV
sets is enough,
the engine will use a white texture as lightmap when it cannot find a
proper one.

Also, you can use "noclip" anywhere in the name of the mesh (e.g.
"water_shiznit_noclip")
to make it ignore collisions with rigid bodies.

hope this helps,
-bart
PCF code monkey

kalme
04-14-2005, 10:49 PM
Thanks again Fleabay,

water is working now! Yay! :D

fleabay
04-14-2005, 10:56 PM
Thanks again Fleabay,

water is working now! Yay! :D
What are you working on?

kalme
04-15-2005, 12:13 AM
To be honest, I am not working on anything. Varus contacted me because he had trouble with the water... and I think he and PeTja are working on a multiplayer map...

Varus77
04-15-2005, 12:32 AM
Thx a lot Fleabay :)

the words were: you need 2.UVW-map...! ....Arrghh...LoL

BTW: I don't know right now on what I'm working... :D

oh and oops...here are the results of the German night with your American "sun" on it/me... ;)
http://img74.echo.cx/img74/11/wasser1rk.jpg

fleabay
04-15-2005, 01:15 AM
oh and oops...here are the results of the German night with your American "sun" on it/me... ;)


Dang, I always wanted to get that working.

So you just assigned a second UV map with no lightmaps generated? Or did you have to generate the lightmaps to get the water to show?

I had fun with the water in City On Water. The water variables in the CLevel are cool to play with.

kalme
04-15-2005, 02:03 AM
So you just assigned a second UV map with no lightmaps generated? Or did you have to generate the lightmaps to get the water to show?
The second set of UV coordinates is enough, you don't need to generate actual lightmaps.

Varus77
04-15-2005, 05:56 PM
Water games... ;)
http://img107.echo.cx/img107/4087/goldenwater011cz.jpg (http://www.imageshack.us)

http://img107.echo.cx/img107/8592/goldenwater026na.jpg (http://www.imageshack.us)

...it's only a test... :D

fleabay
04-15-2005, 10:55 PM
I might be looking for some help soon. :)

Are you using 6.5 Maya? I was hopefull that 6.5 would let you use .DDS textures for generating lightmaps. With 6.0 you had to use a temporary file for the texture instead of the DDS files. But someone said that 6.5 didn't work with the exporter, which I find odd.

Mr. Q
04-16-2005, 03:15 AM
The plug-in didn't work with 6.5 nor does it work with Maya LE only 6.0.

kalme
04-16-2005, 11:43 AM
nor does it work with Maya LE only 6.0.
Yeah... I went through all the hassle of downloading PLE 6.0 just to find out at the end that this exporter does only work with the full version.

Varus is using 3DS and uses the ASE=>MPK converter.

Varus77
04-16-2005, 01:06 PM
@ Fleabay
At the moment I don't use any special Lightmap for this effect. I used the PK textur fresnel_func.tga as lightmap. All this color maps change only the optic of the water. The animation is the result of any normal, at last invisible textur at UV channel 1 and works together with the bumping hight. But you have to play a little bit with the map tiling in maya to becomes the right motion. These are the little waves of an ocean, maybe made by the blowing wind. The big waves of those "ocean" you will adust with the parameter at the end of the water shader box. Therefore you must have enough polygones in your planar shape, otherwise it will end with waves ala Tobelerone, the famous swiss chocolate... :D

fleabay
04-16-2005, 03:20 PM
ala Tobelerone, the famous swiss chocolate... :D

Funny you should mention that. I've been eating that all week and never heard of it before my sister left some here at the house.

fleabay
04-19-2005, 12:21 AM
I got waves now! That was to easy.

Varus77
04-19-2005, 12:43 AM
LoL...that were my words too as I got the waves... :D

But other quest:
Is there the possibility for right physics that things can swimming on the water? Water as a 3d-object is possible but that seems to be not the solution for this... :confused:

fleabay
04-19-2005, 01:17 AM
There is a variable in the level properties called 'IsUnderwater' but I don't know if it gets used or what it is good for.

What are you trying to do?

Varus77
04-19-2005, 10:41 AM
It is possible to make objects with "phys" = active mesh. But all these objects have mass=-1. If you try to change this, you'll fail. But models from PK have different mass at all.

It would be very nice, and the havok engine would normally allow it, if objects could swimming on the water. But if I remember right in the whole game aren't any scenes with these effect. Therefore I'm affraid (or better I affraid ???) that it isn't possible in PK. In HalfLife 2 were very nice scenes round this.
http://img260.echo.cx/img260/4653/shot00273ba.jpg (http://www.imageshack.us)
:)

fleabay
04-19-2005, 03:28 PM
There are some substrigs that I cant' find documented. I can't remember the exact verbage, check the names in existing levels. I think its light, vlight, heavy, vheavy... Something like that.

With the existing models like barrel and crates, you might be able to adjust some setting to get them to float.

I don't know if this would help with what you are trying to do. As far as I can tell, PK is very limited to physics involving water.

fleabay
04-21-2005, 02:26 AM
Varus,

Sometime around installing BOoH/Upgrading my PC, my wireframe view broke in the editor. Have you had any problems with wireframe view?

Edit: Are you any good at UV mapping in 3DS Max?

Varus77
04-21-2005, 11:49 AM
At first: no...but, I'm sure you know this, you have sometimes to set the FOG at 0,0,0 and maybe the sky-low without texturing. Unfavorable there isn't a button for all that.

At second: Yes, I think so...
In the world of modeling and texturing in 3D are many different ways to arrive at one's destination.
http://img227.echo.cx/img227/4533/hills188qm.jpg (http://www.imageshack.us)

fleabay
04-21-2005, 02:17 PM
And why is it that you are not helping me on VooDoo Island?
http://www.churchofmod.com/painkiller/ship1.jpg

Varus77
04-21-2005, 09:02 PM
Oh...that looks very interesting...like a ship on a ship?
Do you've Max?

This should be not the problem al last. The whole model could be one model with only one multitexturing material. Many ways...

And why is it that you are not helping me on VooDoo Island? -tell me what do you want and how... :)

RadiSkill
04-21-2005, 09:32 PM
And why is it that you are not helping me on VooDoo Island? -tell me what do you want and how... :)

EDIT: OOPS, sorry wrong nic.

Ideas on the level design :),

UV mapped models like skulls on posts, trees, bushes. Anything you would like to model that would fit into the theme.



Some enemys are perfect for this level.

Pirates, the VooDoo tribesmen, Alastor or Ruins boss (think King Kong)
Devil monk or evil monk?, the one that throws spears in the town level.
And all the zombies and undead actors.

fleabay
04-22-2005, 12:05 AM
This looks nice as example
http://www.sharkbyte.org/Home/Morpheus/Voodoo_Island/Voodoo_Island2.jpg

Varus77
04-22-2005, 12:22 AM
LoL..at you "both"...

Oh my god...to talk about texturing is one thing but to make things for a level (you working at anything like above?...with Max?) is another aspect of all.
You know that I'm still working at a level design. To make both on the same time... :eek: ... that could be difficult.
And you know too that it is inpossible to make models for another map because we have only the choice to do all in one mpk...
But, right, we could transfer stuff in a 3D format like 3ds or something like that.

Darkinfinity
04-25-2005, 03:29 AM
Hello Boys!


This is an example from texturing "made by varus" http://dreamcatcherinteractive.com/forums/images/smilies/biggrin.gif

The little "Rubberduck". Moddeling by me (with help from Varus, i am a neebie in 3d) and texturing by Varus!

http://img243.echo.cx/img243/2737/rubberduck4wn6pm.jpg

fleabay
04-25-2005, 12:42 PM
Nice, but the 'hood' looks wrong.

Varus77
04-25-2005, 01:39 PM
LoL...no...it is what Darkinfinity called "cockpit"... ;)

Darkinfinity
04-25-2005, 06:23 PM
Nice, but the 'hood' looks wrong.

this is not need for speed underground II !! lol

Frag Maniac
05-11-2005, 07:37 AM
And why is it that you are not helping me on VooDoo Island?
http://www.churchofmod.com/painkiller/ship1.jpg


...hmmmm,.....ah yes, the flashbacks are coming to me now.:D

I'd be nice if you could get Nicky's friend Anna to help you with some of the artwork ideas for that:

http://img206.echo.cx/img206/4594/sea20dogs0bc.jpg
http://img206.echo.cx/img206/3185/beatricefight0nn.jpg

Do me right by that one now flea, and make it purdy, I think I know where you got that idea.:p

fleabay
05-12-2005, 02:21 AM
...hmmmm,.....ah yes, the flashbacks are coming to me now.:D

Do me right by that one now flea, and make it purdy, I think I know where you got that idea.:p

'Voodoo Island' is totally seperate from your idea 'Isle of Voodoo' :D

Apparantly you don't know that I am the biggest procrastinator around.

Very nice pics, but I don't know who Nicky is.