Steppenwolf Posted December 8, 2009 Report Posted December 8, 2009 Anyone know how this works? No matter what i try i cant get both things to work at the same time. I remember that i had the same problem when i worked for Insurgency and i remember that i figured it out eventualy (i created a glowing aimpoint for one of the weapons that was visible on night maps). They seem to have removed that lense tho so i cant look there how i did it Quote
Pampers Posted December 8, 2009 Report Posted December 8, 2009 what have you tried to do so far? Quote
Steppenwolf Posted December 8, 2009 Author Report Posted December 8, 2009 Got it working now. You need two alphachannels. One in the diffuse texture and the other in the specular texture. The later will be used for the selfillum info. The stupid thing is that this seems to override the vertexlighting on a model (selfillum is set to 50% but still each plane has the same brighness now). So its not really what i tried to accomplish (which is kickass foliage) :/ My vmt looks like this: "VertexLitGeneric" { "$basetexture" "Cherrytree/cherryleafes01" "$envmapmask" "Cherrytree/cherryleafes01_spec" "$envmap" "env_cubemap" "$alphatest" 1 "$nocull" 1 "$model" 1 "$surfaceprop" "foliage" "$selfillum_envmapmask_alpha" 1 } Quote
Steppenwolf Posted December 8, 2009 Author Report Posted December 8, 2009 oops sorry for your message step; i wanted to edit my post, and i forgot i was a moderator ;xxxx - kokos Quote
KoKo5oVaR Posted December 8, 2009 Report Posted December 8, 2009 Very cool tree , what i wonder actually... is how you managed to have a good resolution like that for your tree leaves ? When i use the render to texture option in tree[d], it seems to be stuck to 512*512, and always give me dirty pngs Quote
Steppenwolf Posted December 9, 2009 Author Report Posted December 9, 2009 lol Kokos @fucking up my post Here is the picture again for the people who missed it: On the left the tree with only diffuse and alpha, on the right the same tree with selfillum added after i got it to work properly (probably needs a little tweaking because the shadow areas might be a little too bright now). Very cool tree , what i wonder actually... is how you managed to have a good resolution like that for your tree leaves ? When i use the render to texture option in tree[d], it seems to be stuck to 512*512, and always give me dirty pngs That is a 512x512 texture for the leafs. However the single leaf that i used for the render in tree[d] was custom made. And i did some photoshopping afterwards to the colors and to the masking to give it a little more depth. Quote
ultradr3mer Posted December 11, 2009 Report Posted December 11, 2009 if you dont need to brighten only spechial parts you can use unlitgeneric shader but in case u use it on model, you need to set "$model 1", if you dont it wont render. Quote
Pericolos0 Posted December 12, 2009 Report Posted December 12, 2009 cool tree! Another thing you can do to make the lighting look nice is point all the normals of the alpha planes upwards, so every vertex gets the same lighting. Quote
robert.briscoe Posted December 18, 2009 Report Posted December 18, 2009 cool tree! Another thing you can do to make the lighting look nice is point all the normals of the alpha planes upwards, so every vertex gets the same lighting. That's an interesting idea! There is also an option in OB hammer to ignore the surface normals for lighting (possibly does the same thing) Quote
Warby Posted December 18, 2009 Report Posted December 18, 2009 the normals pointing up trick is what i used on wanda: http://warby.bitproll.de/projects/0036_ ... nda_03.jpg it come swith its very own set of problems but it is a convent quick solution i guess with the texture you have thee with ao painted in and all this could be used to a much better effect than what i have in my map Quote
KoKo5oVaR Posted December 18, 2009 Report Posted December 18, 2009 The solution for trees i found with unity is just to paint your vertexcolors in max before exporting the model; (painting shadows by selecting vertices with the soft selection tool to have something really smooth) but i'm not sure if it's even possible to export vertexcolors in source Quote
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