So the alpha channel should be the specular power and the RGB portion should be the specular color.
Yes if we have "render alpha only" checkbox checked. But "render alpha as team color" probably should make alpha decide what proportion of team color is mixed with RGB color. So, the question is: can we use team color as a specular color, or specularity only uses RGB layer, and "render alpha as team color" intentionally doesn't affect specular color.
Alright, experimented with what you said and found out, that second model must be slightly smaller, but its priority must be higher. Also, its blend mode must be Add.
Don't know about the diffuse color, but I made it emit light with 0.1 emission factor and set Emissive Blend Type to Team Color Emissive. So, now the glass look team colored.
But I've got a possible glitch with specular map. I defined it as a simple white texture with black alpha. And checked the render alpha as team color. Expected to see specularity-driven reflections to be also team colored, but they are still white, as there wasn't 'render as team color' checked. Is it possible that it can be fixed? (still using the earlier version though)
That's pretty awesome.... a real mirror would be mind blowing I mean what would we be looking back at in the editor?
It may be important for girl-mappers (if it's not a nonsence), they always need to check if they look pretty, so they coul jsut place a mirrored model and check their faces in it.
Also, tech unit could look prettier with mirrored bright metal surfaces. Also. race simulator kind of maps would use it as a rear view mirror. Whatever, just a concept.
Yeah, I've animated strength parameter within Stand animation and can see how it works now.
Btw, don't you know how to make the glass look green, emerald-like? The material doesn't have any more parameters. Gonna try to put something inside.
Also, feel pretty interested, how will ribbons look with this material. Hope it's possible to apply it to them, gonna try tomorrow.
And another question:
Just imagine, I set strength to minimum and some way invert the vectors defined by normal map. Will this glass thing look like a true mirror? What do you think? (I would try it, but don't know how to invert normal map to make normal vectors be multiplied be -1 in terms of geometry).
Speculaarity driven light reflections look cool, but some metal surfaces would look better with mirror-like effect.
I must readress this question to Leruster, he's the only one who can implement it. But Triceron just said in chat that it's probably not possible with the actual exporter.
Nothing new, just a usual TurretZ using. Only one axis of rotation - Z. The only known bug was about the turret falling down the floor, like if Ref_TurretZ point always has Z coordiante equals 0, even if it's attached to a bone on desired height. It can be solved: main turret bone should only take orientation constraint from the Ref_TurretZ, while its position shouldn't depend on it. It's all I know and it's enough to create turrets.
Oh, nice idea about the energy, and I know how to do it.
And yes, now I see that 4 faces isn't enough for guns, it was one of the questions for this test model - how low the poly count could be when normap map's taking care of the surface structire. Now I feel it. Maybe not for this model (bored to reskin), but for futher ones I'll use more faces where it's necessary.
Oh, that picture. Yeah, I'll change it. What a monster would I be to leave such a modificated model with an original wireframe picture. Hitler would do it. But not me.
Thanx man. Yeah, blue glow makes protoss air look better, but actually I was trying to remake this guy: , and it has no blue glow, it's steam powered thing, steam can't produce blue glow, too low temperature.
Yes if we have "render alpha only" checkbox checked. But "render alpha as team color" probably should make alpha decide what proportion of team color is mixed with RGB color. So, the question is: can we use team color as a specular color, or specularity only uses RGB layer, and "render alpha as team color" intentionally doesn't affect specular color.
@Leruster: Go
Alright, experimented with what you said and found out, that second model must be slightly smaller, but its priority must be higher. Also, its blend mode must be Add.
Don't know about the diffuse color, but I made it emit light with 0.1 emission factor and set Emissive Blend Type to Team Color Emissive. So, now the glass look team colored.
But I've got a possible glitch with specular map. I defined it as a simple white texture with black alpha. And checked the render alpha as team color. Expected to see specularity-driven reflections to be also team colored, but they are still white, as there wasn't 'render as team color' checked. Is it possible that it can be fixed? (still using the earlier version though)
It may be important for girl-mappers (if it's not a nonsence), they always need to check if they look pretty, so they coul jsut place a mirrored model and check their faces in it.
Also, tech unit could look prettier with mirrored bright metal surfaces. Also. race simulator kind of maps would use it as a rear view mirror. Whatever, just a concept.
@Leruster: Go
Yeah, I've animated strength parameter within Stand animation and can see how it works now.
Btw, don't you know how to make the glass look green, emerald-like? The material doesn't have any more parameters. Gonna try to put something inside.
Also, feel pretty interested, how will ribbons look with this material. Hope it's possible to apply it to them, gonna try tomorrow.
And another question:
Just imagine, I set strength to minimum and some way invert the vectors defined by normal map. Will this glass thing look like a true mirror? What do you think? (I would try it, but don't know how to invert normal map to make normal vectors be multiplied be -1 in terms of geometry).
Speculaarity driven light reflections look cool, but some metal surfaces would look better with mirror-like effect.
Just made an attempt to create a glass looking material, and it's appeared to be pretty easy.
Displace material type uses 2 maps: normal and strength. Both are normal actually.
So, I created a cube, generated a normal map for it, put it to the material and in the editor it looks like this:
I must readress this question to Leruster, he's the only one who can implement it. But Triceron just said in chat that it's probably not possible with the actual exporter.
Nothing new, just a usual TurretZ using. Only one axis of rotation - Z. The only known bug was about the turret falling down the floor, like if Ref_TurretZ point always has Z coordiante equals 0, even if it's attached to a bone on desired height. It can be solved: main turret bone should only take orientation constraint from the Ref_TurretZ, while its position shouldn't depend on it. It's all I know and it's enough to create turrets.
@DrSuperEvil: Go
Oh, nice idea about the energy, and I know how to do it.
And yes, now I see that 4 faces isn't enough for guns, it was one of the questions for this test model - how low the poly count could be when normap map's taking care of the surface structire. Now I feel it. Maybe not for this model (bored to reskin), but for futher ones I'll use more faces where it's necessary.
Alright, retextured a little to make it look more serious :))
Left the team color though. Think it's best I can do with such a about 400 polys model.
Managed to learn how to create normal maps, and there is my first model with self made normal map - a turret. Any remarks?
Oh, that picture. Yeah, I'll change it. What a monster would I be to leave such a modificated model with an original wireframe picture. Hitler would do it. But not me.
@SoulFilcher: Go
Hmm, sry, but what's in-game wireframe? That editor's modelviewer screen with attachment points and animations? Or what?
@Leruster: Go
You mean wireframe from 3ds max where everything look like a cage?
@SoulFilcher: Go
Thanx man. Yeah, blue glow makes protoss air look better, but actually I was trying to remake this guy: , and it has no blue glow, it's steam powered thing, steam can't produce blue glow, too low temperature.
Sure, after I finish the map I'm making 'em for.