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Messages - Ursca

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1
Discussion / Re: Shader and Graphical effects Discussion
« on: November 16, 2007, 04:54:03 PM »
Is it possible to make swaying grass or trees, mtarini?
That would look mighty good, although it might 'cost' a bit much.

2
Discussion / Re: Shader and Graphical effects Discussion
« on: November 10, 2007, 10:07:14 AM »
Sent.

I was concerned with the shader in BRFEdit because it seems it retains a lot of information from the shader that was imported.
I've no idea what it does though.  ;)

3
Discussion / Re: Shader and Graphical effects Discussion
« on: November 10, 2007, 09:41:24 AM »
It was mtarini_ShinXtca_Bump_Rig.

If you want me too, I can send you the module. I just need your email address.

4
Discussion / Re: Shader and Graphical effects Discussion
« on: November 10, 2007, 06:42:16 AM »
I think I broke it:


When you add the shader in BRFEdit, are there any particular settings to use?
I imported agent_shader and just changed the name and file.

Edit: The above effect only happens indoors. Outdoors, it's just invisible.

5
Discussion / Re: Shader and Graphical effects Discussion
« on: November 09, 2007, 03:17:54 PM »
Very, very nice. I look forward to playing around with this. The 'cost' might be a little high to use on normal troops, but as Merlkir said, it would work great on big things like trolls, ents, elephants and suchlike. We just need the BRFEdit update.  :P

One thing though; you can see the polygons left over from zbrush on the normal map. Any way to get rid of those?
A gaussian blur, or just cranking up the subdivisions in zbrush?

6
TLD.808 / Re: TLD: Concept Art
« on: November 06, 2007, 04:53:16 PM »
Oh, precioussss. I spy a picture of some kind of early ducks-foot pistol, a wheel-lock no less! And the swords...

Thanks for the link Merlkir.  :D

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Discussion / Re: Shader and Graphical effects Discussion
« on: October 27, 2007, 04:17:55 PM »
Both native normal map shaders use them, bump_static and bump_interior.
Have a look at 'stone_wall_2_height' or any of the textures with 'height' at the end.

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Discussion / Re: Shader and Graphical effects Discussion
« on: October 24, 2007, 04:46:17 AM »
How did you get your "bumpmap"? Knowing that I can give you a more detailed answear as to whether or not that's a ready "normalmap" to be used in current  M&B shaders.
Maybe I should have said height map. A simple black and white one, like this:


I would use the nvidia plugin, but someone said that the native normal maps are green because Armagan's put the red channel in the alpha channel or similar. I'm assuming that the normal maps created with the nvidia plugin won't work because of that.


As for suggestions, you said that Armagan's agreed to allow shaders to be affected by scripts. Can a texture be switched for another one using a script?
I'm mainly thinking of seasons here. If you could switch the grass texture for a snow one, change the tree foliage to appear dead, and make an invisible texture change to make icicles appear, that would go an awful long way to representing seasons in M&B.

And Yoshiboy: Thanks for the link to crazybump. It looks fantastic - downloading now.  :D

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TLD.808 / Re: TLD: Help needed: Models, Voices & Miscellaneous Jobs
« on: October 23, 2007, 04:45:50 PM »
I've opened a thread here, for any non-TLD specific shader stuff.

Not that I don't think everyone reads the TLD forums, but some of this stuff could do with more exposure.  :P

10
Discussion / Shader and Graphical effects Discussion
« on: October 23, 2007, 04:43:24 PM »
Mtarini has been doing some very impressive things with TLD, and I know Scion has dabbled in shaders, so I thought the time was right to devote a topic to the uh, topic.

I think a few of us are rather intrigued about how far the new shaders can go. Is it possible to write a dynamic normal map shader for instance? Can shaders be made that affect everything on the screen, for some post-production style effects? I certainly didn't think the banner waving shader was possible, so I don't know what to expect.

So, anyway, to start off, what's the procedure for making normal maps now? I've got a bump map that I need making into a normal map, but I don't know how to got about it.

11
TLD.808 / Re: TLD: Concept Art
« on: October 21, 2007, 12:30:36 PM »
Awesome.

Merlkir, would you mind doing a quick sketch of the front of the iron head's helmet?
It's kind of hard to tell how it all goes together.

The Hobbit's good.
Hobbits are a little weird. They have all the trappings of C18th England, what with pipes, potatoes, waistcoats and elevenses. Is it worth portraying this kind of stuff, or would it be best to fit them in with the other cultures.

Just food for thought.

12
TLD.808 / Re: TLD: Help needed: Models, Voices & Miscellaneous Jobs
« on: October 18, 2007, 01:48:49 PM »
Unfortunately, you can't multimesh helmets.  :(

13
TLD.808 / Re: TLD: Help needed: Models, Voices & Miscellaneous Jobs
« on: October 18, 2007, 01:33:35 PM »
That waving standard is very impressive. I didn't think things like that were possible with shaders.
Is there anything else like this that's possible that we don't know about?

Also, when you say there's no way to have specular and transparency on the same object, I suppose it's not possible to have more than one alpha channel?
A specular/transparency shader would be really handy for quite a lot of people. Well, it would be handy for me, at least.  ;)

14
TLD.808 / Re: TLD: Concept Art
« on: October 18, 2007, 12:22:18 PM »
Thanks. Brightening up the iron should be easy. I was mainly overcompensating for the ironshader.

The mask is '3d'. I've pulled the vertices out a bit more to give it extra depth.
The beard on the third one is supposed to be more of a moustache. I could do a more beardy one though.

15
TLD.808 / Re: TLD: Concept Art
« on: October 18, 2007, 11:59:22 AM »
Nice work, Merl. Very atmospheric.

Here's my attempt at some Dwarf Helmets.



For some reason, all my attempts went a bit peculiar. The eyes are hollowed out now, but they look a little strange.

Still, there they are.

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