Your explanation of the billboard sunlight thing may have just messed with my head. So you basically have 3 billboards and each one somehow gives off light? Eh I suppose it doesn't matter as there is a way to make dynamic light if you use the light actors in game in a similar manner.
That castle is really coming along. I totally look forward to playing this.
I am only thinking at faking solutions because I am not yet to familiar and experienced with the editor. Mentioning inexperience, I can't seem to make a custom Sky box work, any Idea how to make one? There must be something I'm doing wrong. Every time I export one, parts of it turn out black, like it's affected by the map bounds blackness. I tried everything and nothing works, I know there is a option I am missing in the materials, because it looks fine on low settings.
It looks like but it's not that! If you look closer there is a shadow on the edge, I have my camera far distance set to as maximum as possible. I have no problem with the Blizzard's skies but it only does that with the skies I'm making not to mention they are smaller in scale, so there must be something I missed in the material properties, a check box I haven't checked. If only Blizzard would make more tutorials how they make their stuff, there just isn't enough information for many things, a tutorial on creating skyboxes with the art tools would of been nice. Anyhow thanks for the reply.
Edit: At least the Show/Hide Doodads action works, with this I can add as many details on the ground without worrying about performance loss + I can also switch the trees in the far distance with billboards, same goes for replacing high poly models with low poly when necessary but it all doesn't feel right without a sky ther...
What are you doing to then when you export them? If all you're looking to change is the texture than that's easy.
All you have to do is import a new texture with the same name as what us on the skybox model to assets\textures,save the map, close and when you reopen it should work.
Actually I know that but I don't like the models, I want to make my own.
Bad news, Got a virus and it screwed up my computer. I'll have to reinstall everything again and it will take time, luckily I always save my work. To be honest I can't say anything for sure about the mods future since it all depends on Vic. As for me my main goal is to finish the "FPS engine" at least so other moders can use it.
We will be presenting some videos on our work in the meantime much, mostly things you already partially seen.
I can't seem to make a custom Sky box work, any Idea how to make one?
Sooooo I saw this and thought "Oh this is simple, must be one of Flags in the material editor" and after several hours of testing a multitude of texture combinations and even looking at the hex of a skybox to see if there was some hidden flag, I FINALLY figured it out:
It has absolutely NOTHING to do with the model... lol
To get the skybox to ignore Camera Clipping, the M3 must be placed in the Assets/Skyboxes/ (or a subfolder in that directory)
However, there are some flags that would be beneficial: Check Unlit, Check Nofog (optional), Uncheck Receive Shadows, Uncheck Cast Shadows.
Wow, that seems like it actually works, If only Blizzard would explain this simple but important things. I'll try that as soon as I get my pc back and running, at the moment I haven't even got to touch it.
Removed!
Edit: Actually I am going to repost better videos!
We are having some problems and it's going to take a while till we get back. Just to reassure we are not dead!
In other news, I Have planned to release some of my model resources for "Unity" which will also be included in "Starcraft 2".
Made some tests on the fps and will be making videos, had a video posted her but was deleted.
The models are unrelated to the mod! Excepting the tree but I might consider using them. There are alot more that I haven't shown yet...
We are having some problems and it's going to take a while till we get back. Just to reassure we are not dead!
In other news, I Have planned to release some of my model resources for "Unity" which will also be included in "Starcraft 2".
Made some tests on the fps and will be making videos, had a video posted her but was deleted.
The models are unrelated to the mod! Excepting the tree but I might consider using them. There are alot more that I haven't shown yet...
Awesome, make sure to link them here. We can never have enough environmental assets.
I'll let you guys enjoy some of my galeries till I come back from being absent on the project for a long time. This are all models and projects I was doing for the old warcraft 3, everything you see it's done in that engine which was practically impossible back then (Year 2002) for those who might not know. The efex are all fake.
Models I might include in the pack
In this particular screenshot I did the opposite, imported sc2 models in wc3. I want to see if I can get as close to starcraft in look as possible in a old game engine.
Static Shadow/Lightmaps
With static shadow you can achieve things like illuminations that even overcomes the limitations of old games. Note* WC3 does not support static shadows.
Contest image
Fake Parallax
As its name says...
* Some models and techniques belong to Talavaj, credits to him for his work which without it would be all imposible. *
If anyone knows how this techniques work in sc2 - "parallax and lightmapping" I would appreciate a share on the matter. I can always do it like in the pictures and fake the effects but it is pointless and consumes resources since it's already implemented in the engine.
If anyone knows how this techniques work in sc2 - "parallax and lightmapping" I would appreciate a share on the matter. I can always do it like in the pictures and fake the effects but it is pointless and consumes resources since it's already implemented in the engine.
To create a Parallax effect in SC2
- Add a Height Map with an Alpha Channel to determine the Height Value (white for highs, blacks for lows)
- In the map option choose "Use A" under color operations.
- Then set the Parallax Height in the material (located under the Height Map slot)
Edit* Model requires a normal map as well
Height Map, Gloss, Lightmap, and Ambient Occlusion all use the alpha channel only. Most likely because all require black and white and using this channel guarantees those values.
Lightmapping
There are two slots for lightmapping: Lightmap and Ambient Occ
Lightmap will ONLY be visible when games settings are set to Low.
Ambient Occ will be visible when game settings are set to High or above.
Both slots create the same effect, and as mentioned before, these slots use the Alpha Channel only.
Lol, I actually made the parallax work last night before reading this and I have to say it's not that great but not too bad at the same time. Kinda` works like my fake one but a little better, have to set the values really low so that it won't look ugly from an angle. I used a simple black and white texture with a alpha but I didne't change "Use A" under color operations, I'll give it a try. This needs more experimenting...
I was thinking to fake the parallax because it looks a bit better from an angle but it's really expensive to do so I'll just stick with the game's one.
Did not know that Gloss requires one, a alpha mask.
So I have to use both lighmap and AO for both low and high settings and AO also acts like a lightmap?! Think I can make this work now.
Thanks kinkycactus, all the tips are very useful. The skybox problem was also fixed, one thing I was doing wrong is that I forgot to make the model in the data editor as a skybox. _______
Edit: And here is the real Parallax, could be useful depending on how it will be used.
There are some really great tips in this thread. I will definately look into parallax mapping and lightmapping for my own map. A question: Does parallax mapping impact performance? And if yes, by how much?
Also, could you post your parallax texture map for that stone wall as a reference? Would be greatly appreciated.
Also, Tobyfat, have you thought about blending the ambient occlussion map directly into the diffuse map? It might save some work seeing how you can use that for both low and high settings.
Improved! Almost removed all the fuzzines by adding a bit of blur to the hight map.
Regarding ambient occlusion, I thought about simply baking the AO in the diffuse texture for optimization but it wont give me the same results as real AO. Noticed some of the rocks have AO, even if I put it in the diffuse, the texture in the shaded area will look flat like the rock from the right. Oclusion adds some shape and definition in those cases, which is why I find it necessary to have plus it gives extra realism to a model.
Well, AO works like a charm, to bad I don't have time to post it. I have no idea what the deal with the ligmap is although it works at low settings, it's not what I was looking for and it doesn't display in the render, also there is another render state called static shadows, honestly it got me confused.
Duno when I'll be coming back and Vic also wanted to post something himself but he's also busy.
Bump 2: The environment is being built little by little and jaw drop will be granted when it's finished!
I will be mentioned kinkycactus in the credits along with the other people that help for contributing to the development, also I fell a tutorial will be most called for when this is all done.
I am implementing AO on all models and the results are more than satisfactory, don't mind the ugly test models, they are for test relay!
Ambient Occlusion Test
AO Off
AO On
________________
Environment Rocks For The Mod
I even played with physics and it seems to work how I planned. The terrain will be a separate object with a physics collider, tested it and you can walk on it no problem. I would also like to make it multi floor level since it's a fps shooter so expect to go from one floor to the next and under platforms also.
Everything from painting a mesh terrain texture to terrain optimization has been given a solution given that I had to look in to unity to adopt some features which unfortunately I'll have to reverse engineer.
For the lighting I used Logarithmic Exposure Controls to remove the unnecessary shine in case you're wondering.
@Tobyfat50: Go
Your explanation of the billboard sunlight thing may have just messed with my head. So you basically have 3 billboards and each one somehow gives off light? Eh I suppose it doesn't matter as there is a way to make dynamic light if you use the light actors in game in a similar manner.
That castle is really coming along. I totally look forward to playing this.
@JacktheArcher: Go
I am only thinking at faking solutions because I am not yet to familiar and experienced with the editor. Mentioning inexperience, I can't seem to make a custom Sky box work, any Idea how to make one? There must be something I'm doing wrong. Every time I export one, parts of it turn out black, like it's affected by the map bounds blackness. I tried everything and nothing works, I know there is a option I am missing in the materials, because it looks fine on low settings.
It looks as a camera cut off distance. Check the far clip of the camera properties.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
It looks like but it's not that! If you look closer there is a shadow on the edge, I have my camera far distance set to as maximum as possible. I have no problem with the Blizzard's skies but it only does that with the skies I'm making not to mention they are smaller in scale, so there must be something I missed in the material properties, a check box I haven't checked. If only Blizzard would make more tutorials how they make their stuff, there just isn't enough information for many things, a tutorial on creating skyboxes with the art tools would of been nice. Anyhow thanks for the reply.
Edit: At least the Show/Hide Doodads action works, with this I can add as many details on the ground without worrying about performance loss + I can also switch the trees in the far distance with billboards, same goes for replacing high poly models with low poly when necessary but it all doesn't feel right without a sky ther...
@Tobyfat50: Go
What are you doing to then when you export them? If all you're looking to change is the texture than that's easy.
All you have to do is import a new texture with the same name as what us on the skybox model to assets\textures,save the map, close and when you reopen it should work.
Actually I know that but I don't like the models, I want to make my own.
Bad news, Got a virus and it screwed up my computer. I'll have to reinstall everything again and it will take time, luckily I always save my work. To be honest I can't say anything for sure about the mods future since it all depends on Vic. As for me my main goal is to finish the "FPS engine" at least so other moders can use it.
We will be presenting some videos on our work in the meantime much, mostly things you already partially seen.
Sooooo I saw this and thought "Oh this is simple, must be one of Flags in the material editor" and after several hours of testing a multitude of texture combinations and even looking at the hex of a skybox to see if there was some hidden flag, I FINALLY figured it out:
It has absolutely NOTHING to do with the model... lol
To get the skybox to ignore Camera Clipping, the M3 must be placed in the Assets/Skyboxes/ (or a subfolder in that directory)
However, there are some flags that would be beneficial: Check Unlit, Check Nofog (optional), Uncheck Receive Shadows, Uncheck Cast Shadows.
Formally Kinkycactus
Wow, that seems like it actually works, If only Blizzard would explain this simple but important things. I'll try that as soon as I get my pc back and running, at the moment I haven't even got to touch it.
Removed!
Edit: Actually I am going to repost better videos!
Yes, that sounds very Blizzard. Classy.
We are having some problems and it's going to take a while till we get back. Just to reassure we are not dead!
In other news, I Have planned to release some of my model resources for "Unity" which will also be included in "Starcraft 2".
Made some tests on the fps and will be making videos, had a video posted her but was deleted.
The models are unrelated to the mod! Excepting the tree but I might consider using them. There are alot more that I haven't shown yet...
This looks amazing!
Awesome, make sure to link them here. We can never have enough environmental assets.
I'll let you guys enjoy some of my galeries till I come back from being absent on the project for a long time. This are all models and projects I was doing for the old warcraft 3, everything you see it's done in that engine which was practically impossible back then (Year 2002) for those who might not know. The efex are all fake.
Models I might include in the pack
In this particular screenshot I did the opposite, imported sc2 models in wc3. I want to see if I can get as close to starcraft in look as possible in a old game engine.
Static Shadow/Lightmaps
With static shadow you can achieve things like illuminations that even overcomes the limitations of old games. Note* WC3 does not support static shadows.
Contest image
Fake Parallax
As its name says...
* Some models and techniques belong to Talavaj, credits to him for his work which without it would be all imposible. *
If anyone knows how this techniques work in sc2 - "parallax and lightmapping" I would appreciate a share on the matter. I can always do it like in the pictures and fake the effects but it is pointless and consumes resources since it's already implemented in the engine.
To create a Parallax effect in SC2
- Add a Height Map with an Alpha Channel to determine the Height Value (white for highs, blacks for lows)
- In the map option choose "Use A" under color operations.
- Then set the Parallax Height in the material (located under the Height Map slot)
Height Map, Gloss, Lightmap, and Ambient Occlusion all use the alpha channel only. Most likely because all require black and white and using this channel guarantees those values.
Lightmapping
There are two slots for lightmapping: Lightmap and Ambient Occ
Lightmap will ONLY be visible when games settings are set to Low.
Ambient Occ will be visible when game settings are set to High or above.
Both slots create the same effect, and as mentioned before, these slots use the Alpha Channel only.
Formally Kinkycactus
Lol, I actually made the parallax work last night before reading this and I have to say it's not that great but not too bad at the same time. Kinda` works like my fake one but a little better, have to set the values really low so that it won't look ugly from an angle. I used a simple black and white texture with a alpha but I didne't change "Use A" under color operations, I'll give it a try. This needs more experimenting...
I was thinking to fake the parallax because it looks a bit better from an angle but it's really expensive to do so I'll just stick with the game's one.
Did not know that Gloss requires one, a alpha mask.
So I have to use both lighmap and AO for both low and high settings and AO also acts like a lightmap?! Think I can make this work now.
Thanks kinkycactus, all the tips are very useful. The skybox problem was also fixed, one thing I was doing wrong is that I forgot to make the model in the data editor as a skybox.
_______
Edit: And here is the real Parallax, could be useful depending on how it will be used.
There are some really great tips in this thread. I will definately look into parallax mapping and lightmapping for my own map. A question: Does parallax mapping impact performance? And if yes, by how much?
Also, could you post your parallax texture map for that stone wall as a reference? Would be greatly appreciated.
Also, Tobyfat, have you thought about blending the ambient occlussion map directly into the diffuse map? It might save some work seeing how you can use that for both low and high settings.
Improved! Almost removed all the fuzzines by adding a bit of blur to the hight map.
Regarding ambient occlusion, I thought about simply baking the AO in the diffuse texture for optimization but it wont give me the same results as real AO. Noticed some of the rocks have AO, even if I put it in the diffuse, the texture in the shaded area will look flat like the rock from the right. Oclusion adds some shape and definition in those cases, which is why I find it necessary to have plus it gives extra realism to a model.
Well, AO works like a charm, to bad I don't have time to post it. I have no idea what the deal with the ligmap is although it works at low settings, it's not what I was looking for and it doesn't display in the render, also there is another render state called static shadows, honestly it got me confused.
Duno when I'll be coming back and Vic also wanted to post something himself but he's also busy.
Bump 2: The environment is being built little by little and jaw drop will be granted when it's finished!
I will be mentioned kinkycactus in the credits along with the other people that help for contributing to the development, also I fell a tutorial will be most called for when this is all done.
I am implementing AO on all models and the results are more than satisfactory, don't mind the ugly test models, they are for test relay!
Ambient Occlusion Test
AO Off
AO On
________________
Environment Rocks For The Mod
I even played with physics and it seems to work how I planned. The terrain will be a separate object with a physics collider, tested it and you can walk on it no problem. I would also like to make it multi floor level since it's a fps shooter so expect to go from one floor to the next and under platforms also.
Everything from painting a mesh terrain texture to terrain optimization has been given a solution given that I had to look in to unity to adopt some features which unfortunately I'll have to reverse engineer.
For the lighting I used Logarithmic Exposure Controls to remove the unnecessary shine in case you're wondering.
________________
Edit: Small details, small update.
Here is Vick's New Cover Photo Walppaper for Hellsing Mod
Do not forget to visit us on Mod DB
Here is the direct link to the mod
http://www.moddb.com/mods/hellsing-mod-sc-2/images