Thank you guys, but that sun idol took so many time. I would need about 2 months to finish create the models I need. But fortuantely, all model rip problems solved, so now after fixing the textures, animating, and adding some particle effects, I'll have all cuotl units and buildings. And they will look as good as they were made for sc2.
Thank you, guys, for ideas. I experimented alot and found that the best way is to use 3 billboard-meshes, each with mask/add material properties. And each with color on emissive layer and single color channel RTT on mask layer. For example, for red I have pure red as emissive, and RTT + R color channel on mask. And also, 4th mesh is required as a black background. With these settings we have the most clear image with the most realistic colors.
Not sure about the camera, but a decent picture is possible with 10.5 offset from Y axis for each camera, rotated by 0.8/-0.8 degrees around Z axis. Far cut should be map diagonal x 100, to guarantee that nothing is cut.
I think it's dependent on camera angle and average distance to the horizon. But I'll try to find some info about it. Now just experimenting. One of the problems is that we can set 4, 3 or 1 color cahnnel filter for the layer. While I need R for one channel and GB for the second one. Now I use both RGB or R and RGB. It's a source of color disbalance.
Yesterday println and I experimented a little with RTT material for WoL via blender, but it didn't work even after we defined the RTT channel. Maybe there are more properties should be set, we'll keep experimenting. While model camera can be created right now with blender.
Those models don't need any polishing, they only require the textures to be applied too look perfect.
There are some problems with texture extracting, but I think it's solvable. For example, we have only ripped normal map for Czin, so it look like this:
Couple of models have diffuse maps, and look nice:
Also, I've git the galsses and fixed the red-blue 3d image.
Unfortunately, I don't have red-blue 3d-glasses atm, so I can't check if this work like it supposed to, so if anyone has them - tell me, does it look 3d?
I created a model with 2 cameras looking parallelly to -y direction with a distance between them along x axis. And placed to billboards with the images from these cameras. To see a 3d effect. And it's pretty visible. One just have to watch through the screen (parallel method).
With some workarounds we could have a fullscreen 3d picrute with that red-blue overlapping channels which require glasses. I just need to get these glasses to experiment with this.
Yea, it worked. We jsut need a model to have a model camera attached. Then we can either set it to RTT channel or use it as game camera, which makes a smooth fps.
Nothing special, just checked if we can create beams in Art Tools. Yes, we can.
Less details, retro style.
And another ribbon driven skirt experiment.
@Eimtr: Go
Just use a missile with random impact offset for siege tank sieged attack, why to create a new model for it?
My attempt to recreate dune2 launcher ended up with this:
It's a bit deployed, but can be edited to look like a vehicle.
But actually, I will recreate all dune 2 models if (or rather when) I decide to remake dune 2. But they will be in dune 2 stule, not sc2.
@DrSuperEvil: Go
yea, it was just a first test with different brightness/contrast on layers, in final version they'll look more similar to each other
Tried to use ribbons for clothes emulations. Could be more realistic, but max crashed, was lazy to redo the model.
Thank you guys, but that sun idol took so many time. I would need about 2 months to finish create the models I need. But fortuantely, all model rip problems solved, so now after fixing the textures, animating, and adding some particle effects, I'll have all cuotl units and buildings. And they will look as good as they were made for sc2.
@DrSuperEvil: Go
Well, don't think there will be anything like that (but if - u'll be credited), cause I don't see any practical use of this 3d feature - too blurry.
Meanwhile, finished animatin Sun Idol model:
@DrSuperEvil: Go
@xcorbo: Go
Thank you, guys, for ideas. I experimented alot and found that the best way is to use 3 billboard-meshes, each with mask/add material properties. And each with color on emissive layer and single color channel RTT on mask layer. For example, for red I have pure red as emissive, and RTT + R color channel on mask. And also, 4th mesh is required as a black background. With these settings we have the most clear image with the most realistic colors.
Not sure about the camera, but a decent picture is possible with 10.5 offset from Y axis for each camera, rotated by 0.8/-0.8 degrees around Z axis. Far cut should be map diagonal x 100, to guarantee that nothing is cut.
@DrSuperEvil: Go
I think it's dependent on camera angle and average distance to the horizon. But I'll try to find some info about it. Now just experimenting. One of the problems is that we can set 4, 3 or 1 color cahnnel filter for the layer. While I need R for one channel and GB for the second one. Now I use both RGB or R and RGB. It's a source of color disbalance.
Yesterday println and I experimented a little with RTT material for WoL via blender, but it didn't work even after we defined the RTT channel. Maybe there are more properties should be set, we'll keep experimenting. While model camera can be created right now with blender.
@DrSuperEvil: Go
Those models don't need any polishing, they only require the textures to be applied too look perfect.
There are some problems with texture extracting, but I think it's solvable. For example, we have only ripped normal map for Czin, so it look like this:
Couple of models have diffuse maps, and look nice:
Also, I've git the galsses and fixed the red-blue 3d image.
There is a cool time saving thing happened. A guy found a way to extract RoL models from the original game.
@DrSuperEvil: Go
Yea, I see. Will fix it when get the glasses. Color balance also requires fixing, ppl say blue channel is too dark.
@xcorbo: Go
Yea, I've tried to horizontally mirror uv and it made the face look like mirror.
Unfortunately, I don't have red-blue 3d-glasses atm, so I can't check if this work like it supposed to, so if anyone has them - tell me, does it look 3d?
I created a model with 2 cameras looking parallelly to -y direction with a distance between them along x axis. And placed to billboards with the images from these cameras. To see a 3d effect. And it's pretty visible. One just have to watch through the screen (parallel method).
With some workarounds we could have a fullscreen 3d picrute with that red-blue overlapping channels which require glasses. I just need to get these glasses to experiment with this.
Yea, art tools seem to save models in hots format, so they have problems with wol. Ok, we can postpone this untill blizz fix hots issue.
@DrSuperEvil: Go
That trigger seem to use only unit's camera. I failed trying to set actor model's camera for channel.
There is the map, maybe you can do something about it.
@DrSuperEvil: Go
Yea, it worked. We jsut need a model to have a model camera attached. Then we can either set it to RTT channel or use it as game camera, which makes a smooth fps.
map example is for hots