I'm actually reworking my hive keeper tiles textures for better looking, however I'm not able to achieve the cool transparent/luminous aspect that normal mineral patches have.
Here is a screenshot of minerals and high yield tiles:
I'm attached the textures I'm using: diffuse + normal + specular (using the same normal for minerals and high yield)
I tried to use emissive with different intensities but I didn't like the glowing.
How can I make a better job?
1. Make diffuse map gray and use it as alpha map. To make the model semitransparent. (This may require changing something else to provide semitransparity, but I don't remember what exactly. Blend type maybe...)
2. Use diffuse map as emissive and animate UV to move slowly within stand animation.
3. Recolor specular map to crimson and increase specular multiplier.
4. Study how forcefield model create its glassiness and try to remake it for your mineral box.
5. Attach that glowing model which minerals using. Increase its scale, but reduce animation speed factor.
Not sure I understand what you'd like to see, but these modifications could provide something you may like.
1. Make diffuse map gray and use it as alpha map. To make the model semitransparent. (This may require changing something else to provide semitransparity, but I don't remember what exactly. Blend type maybe...)
You need not waste your diffuse to use as an alpha. You can have an alpha channel in your dds textures.
If you want to achieve "semi transparency" you need to have an alpha channel in your texture which is... well whatever you want but in shades of grey. You then use this in your "alpha layer" of your texture and... I can't remember if you have to do something else. Probably checking the "render alpha only" box OR playing around with the "clipping". I can barely recall things in my current state, anaesthesia is still kicking in PM tomorrow when I don't feel like crap and I can help you out. Minerals probably have some emissive, some transparency and specularity reflectiventess
I added the alpha channel to the diffuse map, however I wasn't able to make it render properly. If I check the "alpha based shading" option think the texture is not rendered at all. If I uncheck it I get the normal texture without transparency.
I like the idea of animating the emissive layer, however i don't have any idea on how to animate asingle layer instead of all of them :|
I was able to do a nice emissive map increasing contrast and darkening it a lot, here is a screenshot.
I added the alpha channel to the diffuse map, however I wasn't able to make it render properly. If I check the "alpha based shading" option think the texture is not rendered at all. If I uncheck it I get the normal texture without transparency.
Set material's cutout parameter >0 and also set your new diffuse texture with alpha channel as alpha map, and check "render alpha only" checkbox of the alpha map
the more black alpha layer pixel is, the more transparent your mesh is, gray will make it semitransparent
I like the idea of animating the emissive layer, however i don't have any idea on how to animate asingle layer instead of all of them :|
As far as I remember, you need to have that animation auto key button red, and change map's UV x or y coordinate to get a key for it (you'll see a red border around)
Butyou better search for this on forum, I saw this method well explained somewhere
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I'm actually reworking my hive keeper tiles textures for better looking, however I'm not able to achieve the cool transparent/luminous aspect that normal mineral patches have.
Here is a screenshot of minerals and high yield tiles:
I'm attached the textures I'm using: diffuse + normal + specular (using the same normal for minerals and high yield)
I tried to use emissive with different intensities but I didn't like the glowing.
How can I make a better job?
@Bibendus: Go
part of the problem is that they look like they have been creeped, I thought they were just supposed to be dirt
A couple of ideas for experimenting:
1. Make diffuse map gray and use it as alpha map. To make the model semitransparent. (This may require changing something else to provide semitransparity, but I don't remember what exactly. Blend type maybe...)
2. Use diffuse map as emissive and animate UV to move slowly within stand animation.
3. Recolor specular map to crimson and increase specular multiplier.
4. Study how forcefield model create its glassiness and try to remake it for your mineral box.
5. Attach that glowing model which minerals using. Increase its scale, but reduce animation speed factor.
Not sure I understand what you'd like to see, but these modifications could provide something you may like.
You need not waste your diffuse to use as an alpha. You can have an alpha channel in your dds textures.
If you want to achieve "semi transparency" you need to have an alpha channel in your texture which is... well whatever you want but in shades of grey. You then use this in your "alpha layer" of your texture and... I can't remember if you have to do something else. Probably checking the "render alpha only" box OR playing around with the "clipping". I can barely recall things in my current state, anaesthesia is still kicking in PM tomorrow when I don't feel like crap and I can help you out. Minerals probably have some emissive, some transparency and specularity reflectiventess
whatever i just wrote
@Zolden: Go
I added the alpha channel to the diffuse map, however I wasn't able to make it render properly. If I check the "alpha based shading" option think the texture is not rendered at all. If I uncheck it I get the normal texture without transparency.
I like the idea of animating the emissive layer, however i don't have any idea on how to animate asingle layer instead of all of them :|
I was able to do a nice emissive map increasing contrast and darkening it a lot, here is a screenshot.
Now I'll try to increase the emissive even more
and here is the final result for now, I still need the transparency and maybe the texture animation and it should look awesome ;)
Your rich minerals texture needs work. The bedrock around them looks too yellow reducing the impact of the riches within.
Normal minerals look good though.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Set material's cutout parameter >0 and also set your new diffuse texture with alpha channel as alpha map, and check "render alpha only" checkbox of the alpha map
the more black alpha layer pixel is, the more transparent your mesh is, gray will make it semitransparent
As far as I remember, you need to have that animation auto key button red, and change map's UV x or y coordinate to get a key for it (you'll see a red border around)
Butyou better search for this on forum, I saw this method well explained somewhere