It is currently Thu May 23, 2013 4:54 am




Post new topic Reply to topic  [ 7 posts ] 
Enviromapped mesh 
Author Message
UNATCO

Joined: Tue Oct 12, 2010 10:35 pm
Posts: 160
Location: Acheron LV-426 Hadley's Hope
Post Enviromapped mesh
I'm having an issue with my revolver mesh. The effect works but It only show some parts and and the others can only be seen in specific angles and light conditions.
Tested with Evironmap option of UnrealFX once and with Environmap + 2 Sided. They ended the same. The model has some 3,000 faces counting the hands.
The model is correctly textured, i tested it without the effect, so what it might be?
This is an image that i mannaged to take while showing the most parts of the model.

http://imageshack.us/photo/my-images/827/enviromap.png/

Please help.


Tue May 24, 2011 6:41 am
Profile
UNATCO
User avatar

Joined: Fri Feb 24, 2006 5:00 pm
Posts: 253
Location: The Cliffs of Insanity!
Post Re: Enviromapped mesh
Can you post the import script for the weapon model and textures? The problem might be in there.


Wed May 25, 2011 1:54 pm
Profile
Traditional Evil Scientist
Traditional Evil Scientist

Joined: Mon Oct 17, 2005 10:03 am
Posts: 3641
Post Re: Enviromapped mesh
Also, if you just want "shiny" on your gun, you add a duplicate layer of polys over the top of the existing gun mesh and make them translucent and envmapped, rather than making the gun envmapped itself (this is what things like the sword and the throwing knives do).


Wed May 25, 2011 2:17 pm
Profile
UNATCO

Joined: Tue Oct 12, 2010 10:35 pm
Posts: 160
Location: Acheron LV-426 Hadley's Hope
Post Re: Enviromapped mesh
This is the import Script, it is not complete yet, just testing.

Quote:
class Revo expands Actor;

#exec MESH IMPORT MESH=Revo ANIVFILE=MODELS\Revo_a.3d DATAFILE=MODELS\Revo_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Revo X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=Revo SEQ=All STARTFRAME=0 NUMFRAMES=30
//#exec MESH SEQUENCE MESH=Revo SEQ=??? STARTFRAME=0 NUMFRAMES=30

#exec MESHMAP NEW MESHMAP=Revo MESH=Revo
#exec MESHMAP SCALE MESHMAP=Revo X=0.0012 Y=0.0012 Z=0.0012

//Edit X, Y, and Z values in line below to change size of mesh in game
#exec MESHMAP SCALE MESHMAP=Revo X=0.0012 Y=0.0012 Z=0.0012

#exec TEXTURE IMPORT NAME=RevoTex1 FILE=textures\WeaponHandsTex.pcx GROUP=Skins
#exec MESHMAP SETTEXTURE MESHMAP=Revo NUM=1 TEXTURE=RevoTex1

#exec TEXTURE IMPORT NAME=RevoTex2 FILE=textures\BlackMaskTex.pcx GROUP=Skins
#exec MESHMAP SETTEXTURE MESHMAP=Revo NUM=2 TEXTURE=RevoTex2

#exec TEXTURE IMPORT NAME=RevoTex3 FILE=textures\Gloves.pcx GROUP=Skins
#exec MESHMAP SETTEXTURE MESHMAP=Revo NUM=3 TEXTURE=RevoTex3

#exec TEXTURE IMPORT NAME=RevoTex4 FILE=textures\RevoTex.pcx GROUP=Skins
#exec MESHMAP SETTEXTURE MESHMAP=Revo NUM=4 TEXTURE=RevoTex4

#exec MESH NOTIFY MESH=PulseRifle SEQ=Shoot TIME=0.02 FUNCTION=SwapMuzzleFlashTexture

defaultproperties
{
DrawType=DT_Mesh
Mesh=Revo
}


If i aply a duplicate layer, should i resize them or just leave them the same size?


Wed May 25, 2011 11:18 pm
Profile
Traditional Evil Scientist
Traditional Evil Scientist

Joined: Mon Oct 17, 2005 10:03 am
Posts: 3641
Post Re: Enviromapped mesh
Eeeeever so slightly bigger. Check the sword/shuriken meshes for reference.


Wed May 25, 2011 11:45 pm
Profile
UNATCO

Joined: Tue Oct 12, 2010 10:35 pm
Posts: 160
Location: Acheron LV-426 Hadley's Hope
Post Re: Enviromapped mesh
Thanks again.
It seems that having one nomal and the other with the effect will give me better resoults and i don't have to model the screw heads and other details.


Thu May 26, 2011 12:59 am
Profile
New Vision
New Vision
User avatar

Joined: Sat Nov 19, 2005 10:03 am
Posts: 2347
Post Re: Enviromapped mesh
Though I'd imagine you want to do that with some sort of scale from the normals, rather than a plain ol' scale. If you use regular scale parts of the duplicate will go into the mesh (when you want them to go out of it) - depending on where your pivot point is.

The 'Push' modifier in Max would do this fine, not sure about other programs.


Fri May 27, 2011 3:10 am
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 7 posts ] 


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © phpBB Group.
Designed by Vjacheslav Trushkin for Free Forum/DivisionCore.