Author |
Message |
NELLO!!
Mitico
|
Tuesday, October 02, 2012
pretty but the problem will come when you touch with the feet the stairs and steps..
the idea will be cool if we make a sort of barrier so you will not go over the Grass (stairs etc)...
|
lukaszenko_PL
|
Tuesday, October 02, 2012
|
lukaszenko_PL
|
Tuesday, October 02, 2012
this is a problem
|
TRL
|
Tuesday, October 02, 2012
No use of commercial game content. How many times do we have to say. The public and the roof have to be deleted!
|
NELLO!!
Mitico
|
Tuesday, October 02, 2012
why the roof also?.. doens't seem the same..
|
lukaszenko_PL
|
Tuesday, October 02, 2012
TRL wrote : No use of commercial game content. How many times do we have to say. The public and the roof have to be deleted!
yes bat this is only for test haw hi look I don't use this its good ide bat hi look bad
|
TRL
|
Tuesday, October 02, 2012
Nello, look closer he just edited a little bit. You're easy to fool.
Anyway, no testing isn't allowed either. At least not showing pictures of it.
|
NELLO!!
Mitico
|
Tuesday, October 02, 2012
mmm you taked us for the A$$ lukas?..
|
lukaszenko_PL
|
Tuesday, October 02, 2012
this
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NELLO!!
Mitico
|
Tuesday, October 02, 2012
is right TRL I saw some screen's and noticed that detail..
delete it and try the same detail but by your hands..
|
lukaszenko_PL
|
Tuesday, October 02, 2012
NELLO!! wrote : is right TRL I saw some screen's and noticed that detail..
delete it and try the same detail but by your hands.. 
I use grass and PhotoScape textures and add this originals texture and this is fuzion all textures and I add shading
|
TRL
|
Tuesday, October 02, 2012
No is no. Don't give me nonsense. No illegal textures are allowed.
|
lukaszenko_PL
|
Tuesday, October 02, 2012
bye
|
RoganX
Classy
|
Tuesday, October 02, 2012
Someone apparently can't handle the fact he can't use commercial-game textures...
|
qwerty
In Advance
|
Tuesday, October 02, 2012
I need help guys
I used this:
http://ZEQ2.com/SVN/Media/Maps/Assets/tree/Tree_new.rar
converted to .OBJ with 3ds Max 30 day trial
This is the shader file:
WorldTournament_1.6.pk3\scripts\Tree.shader
models/mapobjects/Tree
{
qer_editorimage textures/Tree/Stump.jpg
{
map textures/Tree/Stump.jpg
}
}
models/mapobjects/Tree2
{
qer_editorimage textures/Tree/LeavesDark.png
{
map textures/Tree/LeavesDark.png
}
}
models/mapobjects/Tree3
{
qer_editorimage textures/Tree/LeavesMedium.png
{
map textures/Tree/LeavesMedium.png
}
}
models/mapobjects/Tree4
{
qer_editorimage textures/Tree/LeavesBright.png
{
map textures/Tree/LeavesBright.png
}
}
|
Zeth
The Admin
|
Tuesday, October 02, 2012
I'm betting that if you check your console you'll see exactly the problems that exist (missing shaders/textures). Judging from your mtl file (which is not needed for ingame use), the shader/texture names/paths you are using are not correct.
Check your console for exact shader names the tree is trying to use. Alternatively if your mtl file is accurate, you could attempt :
Stump
{
qer_editorimage textures/Tree/Stump.jpg
{
map textures/Tree/Stump.jpg
}
}
Dark
{
qer_editorimage textures/Tree/LeavesDark.png
{
map textures/Tree/LeavesDark.png
}
}
Medium
{
qer_editorimage textures/Tree/LeavesMedium.png
{
map textures/Tree/LeavesMedium.png
}
}
Bright
{
qer_editorimage textures/Tree/LeavesBright.png
{
map textures/Tree/LeavesBright.png
}
}
The name of the shader depends on what the material name is OR the overriding name path you specified in radiant. Normally, imported obj/ase files just use a single word material name unless otherwise specified. Brushes tend to default to a mapobjects path if I recall right.
qer_editorimage is only used by radiant by the way.
|
qwerty
In Advance
|
Tuesday, October 02, 2012
Thanks Zeth
For textures is necessary the TGA format?
|
Zeth
The Admin
|
Tuesday, October 02, 2012
PNG is fine, but you need to put in a special keyword in your shader so the engine knows to apply alpha transparency.
Try putting alphaFunc GE128 after the map keyword for textures that have an alpha channel. This basically tells the engine that alpha values that are greater or equal (GE) to a value of 128 should be drawn. This will only give you a 1-bit alpha effect, but you can always use special blendfuncs if you need per-pixel alpha usage.
Dark
{
qer_editorimage textures/Tree/LeavesDark.png
{
map textures/Tree/LeavesDark.png
alphaFunc GE128
}
}
Medium
{
qer_editorimage textures/Tree/LeavesMedium.png
{
map textures/Tree/LeavesMedium.png
alphaFunc GE128
}
}
Bright
{
qer_editorimage textures/Tree/LeavesBright.png
{
map textures/Tree/LeavesBright.png
alphaFunc GE128
}
}
|
qwerty
In Advance
|
Tuesday, October 02, 2012
textures auto-rotate?
|
Zeth
The Admin
|
Tuesday, October 02, 2012
If you want a texture to automatically face the camera (a billboard), you'll need to add the deformVertexes Autosprite keyword to your shader.
Dark
{
qer_editorimage textures/Tree/LeavesDark.png
deformVertexes Autosprite
{
map textures/Tree/LeavesDark.png
alphaFunc GE128
}
}
Medium
{
qer_editorimage textures/Tree/LeavesMedium.png
deformVertexes Autosprite
{
map textures/Tree/LeavesMedium.png
alphaFunc GE128
}
}
Bright
{
qer_editorimage textures/Tree/LeavesBright.png
deformVertexes Autosprite
{
map textures/Tree/LeavesBright.png
alphaFunc GE128
}
}
|
qwerty
In Advance
|
Tuesday, October 02, 2012
Thanks
|
Zeth
The Admin
|
Tuesday, October 02, 2012
Just contact me in IRC or any common messenger if I'm available and you need realtime assistance. MSN, Yahoo, AIM, IRC, ICQ, Jabber, Google Talk, etc.
|
qwerty
In Advance
|
Tuesday, October 02, 2012
I have one problem with the textures rotation..
the rotation is only of 180 degrees ..
|
qwerty
In Advance
|
Tuesday, October 02, 2012
Added the 1.6 version!
|
ivanhoeGT
|
Wednesday, October 03, 2012
I just like that,moving texture
|