You'll need Dx shaders to show .dds textures on the viewport of 3ds max. I will not go into details regarding that since that's generally off-topic, agree? or if I got you correctly. Besides, you could always learn 3ds max basics on youtube or other sites.
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I'd like to report a huge problem with particles. Emitted particles can display alpha mask, but there seems to be no diffuse map. Particles are just black particles. As such, emissive fails as well.
Is there any clue as to how one can setup particles from scratch or otherwise?
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Creating the devourer, I think (tm) have found the way to make normal maps not invert on the mirrored part. I added the normal map texture as the height map, as well as the same normal map to the normal map layer. Mirroring from left to right than right to left (inverted faces should be at the east side or right hand side if the model is facing you in max).
The normal map still had both green and red channels multiplied with the blue channel. Then the red channel is assigned to the alpha channel as usual.
Maybe you guys can check it out and confirm? My hands are full atm.
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Yeah, NiN, on what system did you model the particle emitter currently in the script? Are there different kinds of systems for particles out there? Or is this question stupid since it's a PEmitter for sc2? :D
I'm asking so as to find a reference from which to learn what each variable does. There's also things like gravity and stuff that are currently imported as bones. IIRC in TorchED, their particle system has this. Basically, these things pulls or pushes particles towards the direction and at a velocity defined. We can create vortex there for example.
Maybe this info could help.
Anyway, I've tried looking into the script by testing and here's so far what's clear. Others don't seem to factor much. I have no idea how the variable is related to each other and affect each other.
What I know (by far) is:
pivot spread - controls area where particles will spawn from. Bigger number means particles will spawn from points within this area. A value of 2.0 means 2x2 square.
Rotation - Spread 1 - doesn't seem to do anything.
- Spread 2 - speeds up rotation.
- Spin Speed - normal speed of each particle. (Or could be the direction? Negative makes particles rotate CW, and positive CCW.)
Edit: Also, there's a Material type called Displace, which is used for water or like the one used by Forcefield impact. What it does is somehow distort the image behind it. It's used in ripple effects, heat distortion effects.
Cheers for the support guys, this update took alot of work. Particle emitters were no small task :P.
I can see how much this took NiN, and for having done it, I'm like, "must... not... admire...!" :D
The particles rollout brings back those Torchlight editing days. TorchED (their editor) has this editor for particle effects. I can't remember what it was exactly though. It had gravity velocity and stuff. Can't remember.
Loving the material animation support too! TurretZ enabled! Overall, seeing this in action is like, "Sweet mother o' mercy!"
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
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You'll need Dx shaders to show .dds textures on the viewport of 3ds max. I will not go into details regarding that since that's generally off-topic, agree? or if I got you correctly. Besides, you could always learn 3ds max basics on youtube or other sites.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I can't really complain, Varine. No one can. Whatever it takes man, but don't donate an arm. ;)
I'm just thankful you're working on it, and I hope you can expand the functionality of the tool and what it can do. But, like I said, it's your call.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Any progress on the exporter/importer tool?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Any word on the progress of this tool?
From the recent Q and A it seems very unlikely Blizzard will release their art tools anytime soon.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
NiN would say yes, I believe.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
the same size as that of blizzard content. And I've tested with blizzard textures. I've also tried 1k textures. Same results.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I'd like to report a huge problem with particles. Emitted particles can display alpha mask, but there seems to be no diffuse map. Particles are just black particles. As such, emissive fails as well.
Is there any clue as to how one can setup particles from scratch or otherwise?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I'm looking forward to your success, Varine! May you have all the strength and wisdom you will ever need!
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Agreed.
As for specific request/need:
1. The Displace material type, and
2. Portrait Camera object(?).
So far that's it for me.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Nin, mind adding the portrait camera for a last stretch?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Ouch. This is a tragedy. I wish I could download your knowledge into my own mind so I can continue working on this.
Any hint on where to start? What I need to learn to get started?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
On a side note:
Creating the devourer, I think (tm) have found the way to make normal maps not invert on the mirrored part. I added the normal map texture as the height map, as well as the same normal map to the normal map layer. Mirroring from left to right than right to left (inverted faces should be at the east side or right hand side if the model is facing you in max).
The normal map still had both green and red channels multiplied with the blue channel. Then the red channel is assigned to the alpha channel as usual.
Maybe you guys can check it out and confirm? My hands are full atm.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
For me it's the Use Vertex Alpha flag that causes particles not to show up.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Yeah, NiN, on what system did you model the particle emitter currently in the script? Are there different kinds of systems for particles out there? Or is this question stupid since it's a PEmitter for sc2? :D
I'm asking so as to find a reference from which to learn what each variable does. There's also things like gravity and stuff that are currently imported as bones. IIRC in TorchED, their particle system has this. Basically, these things pulls or pushes particles towards the direction and at a velocity defined. We can create vortex there for example.
Maybe this info could help.
Anyway, I've tried looking into the script by testing and here's so far what's clear. Others don't seem to factor much. I have no idea how the variable is related to each other and affect each other.
What I know (by far) is:
pivot spread - controls area where particles will spawn from. Bigger number means particles will spawn from points within this area. A value of 2.0 means 2x2 square.
Rotation - Spread 1 - doesn't seem to do anything. - Spread 2 - speeds up rotation. - Spin Speed - normal speed of each particle. (Or could be the direction? Negative makes particles rotate CW, and positive CCW.)
Edit: Also, there's a Material type called Displace, which is used for water or like the one used by Forcefield impact. What it does is somehow distort the image behind it. It's used in ripple effects, heat distortion effects.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I can see how much this took NiN, and for having done it, I'm like, "must... not... admire...!" :D
The particles rollout brings back those Torchlight editing days. TorchED (their editor) has this editor for particle effects. I can't remember what it was exactly though. It had gravity velocity and stuff. Can't remember.
Loving the material animation support too! TurretZ enabled! Overall, seeing this in action is like, "Sweet mother o' mercy!"
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.