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Emon
25th September 2003, 04:52
It appears that ydnar's PicoModel library can only properly load materials for an ASE if you have one material per mesh. This is a real problem for me, because I have to detatch all my surfaces in 3ds max that I want to be a different texture. Increase in vertex count isn't my primary concern, but that JA's dynamic lighting from lightsabers and stuff ****s ups really bad. It's a per-pixel effect on the world, but the extra vertices it isn't liking.

Any chance of this being changed, or a way around?

ydnar
25th September 2003, 06:07
A single mesh in-game can only have a single material (shader), so the extra vertices would be there anyway.

There's no way around this.

y

Emon
25th September 2003, 19:59
Oh yeah. :(

So like, why doesn't it bug out on the rest of the world? Must be my model.

BadIdea
26th September 2003, 19:16
So.. I can't blend textures on ase model? (vide terrain )

The5thHorsemen
26th September 2003, 20:51
nope....

but there's always' photo shop...

ydnar
26th September 2003, 21:23
You can, do some degree.

If you set the vertex alpha in the model in Max, you can blend between two textures using a terrain-like blend shader, where the 2nd texture stage uses alphaGen vertex.

y

Emon
26th September 2003, 22:48
What? Can't you use a metashader?

And what about Raven's ARIOCHE terrain in JA, JA has ASE terrain all over I think.

ydnar
26th September 2003, 22:51
I don't know if JA supports ARIOCHE terrain. Q3Map2 never supported it, and didn' t need to, as far as I know.

How's the JA terrain look?

y

WadeV1589
26th September 2003, 23:43
If you model in 3DS Max, you can "Texture Bake" which will create a single .tga file for the entire model object and apply a UVW map to map this single texture onto it. This means that if you apply multiple textures using face selection, all the textures get "rendered" into a single .tga file thus a single texture. I think that's what you want? If so, 3DS Max has superb help files, look up texture baking or render to texture and you'll get a full tutorial on how to do it.

BadIdea
27th September 2003, 00:45
"Texture Bake"

Ups...
And nice looking -small terrain texture ?
512x 512? Big blurry pixels :)

Why I'm talking about shader blending? - tiling.

Ok. I have done a simple plane in max.
Collaps to editable mesh, assign vertex colors / some of vertex have now alpha 0 , others alpha 100%
I have assign this shader (yup - in material name)

//terenmesh
textures/tanket3a/terrain_bad
{
qer_editorimage textures/liquids_sd/seawall_ripple1.tga
cull disable
nocompress

{
map textures/liquids_sd/seawall_foam.tga
blendfunc blend

}
{
map textures/liquids_sd/seawall_ripple1.tga
blendfunc blend
alphaGen Vertex
}
}

I have compiled sample map and load it (this?) to q3ase.
looks like no vertex info is write to my mesh.
(i have exported vertex colors (ase))

Or I'm shader lame...ups
Can someone write a simple shader that is using vertex alpha to blend textures?

Ofcourse sorry for my english.

pazur
27th September 2003, 14:35
after reading the post by WadeV1589 and having some difficulties with lightmapping models i did search for a texture bake plugin for cinema 4d/bodypaint (the program i presonally like the most for modelling). the plugin really rocks when uvw is non-overlapping. i did often overlap the uvw when texturing, so i can redo the uvw's of the models or just use this on the next models i do. texture baking is cool :)

Hewster
27th September 2003, 14:45
This is a shader I created for a terrain model, it uses the dotproduct,
which Ydnar suggested to me a while back :)
It works quite well, but not a real substitute for a proper terrain shader:

textures/ww_town/hew_terrain1
{
q3map_lightmapsamplesize 48
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 300 0 0 ) ( 0 300 0 )
q3map_forcemeta
q3map_alphaMod dotproduct ( 0 0 1 )
q3map_nonplanar
q3map_shadeAngle 120
surfaceparm gravelsteps
qer_editorimage textures/ww_town/ground/kb_ground01.tga
{
map textures/ww_town/ground/town_rock01.tga
}
{
map textures/ww_town/ground/kb_ground01.tga
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}


I'm currently playing with this ^^ and using _decals for more detail.

Hewster

Emon
27th September 2003, 16:57
I don't know if JA supports ARIOCHE terrain. Q3Map2 never supported it, and didn' t need to, as far as I know.

How's the JA terrain look?

It supports it, and it looks pretty slick, there's definately some metashader action on Tatooine, but I don't know if that was ARIOCHE or not.