Alphas, Phongs, Speculars, Bumps...... -1 reply

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Achilles

I stole fire from the lighter!

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13th January 2003

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#1 10 years ago

ok I was just going through some stuff with HMSFrontier and I noticed that a good few setting will export from 3dsmax to sod these are

Light maps - we know, look great phong lighting - reflects weapons etc, looks ok Bump maps - beats the crap out of bevels but takes another texture specular map - you can dictate which parts of the ship are shinier than others

so to include all 4 would be another 2 textures for each one, sure they could be low res but I was wondering if anyone felt these extremes are worth it, I have no idea how much resource it would eat up.

If you need clarification I could do a test but any thoughts?




Atlantis

The Confused Vorlon

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2nd November 2002

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#2 10 years ago

Hmm, I'm not sure what you mean by this Phong Lighting one... Any chance you could explain this one a bit?

All in all sounds interesting anyway, worth putting some information up, so at least people know how to do it...




Achilles

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13th January 2003

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#3 10 years ago

phong lighting is on the stock armada models, when a weapon hits or passes close they glow the color of the weapon.

I have no problem running trials, I was just wondering what people thought and if anyone had come across it.




Dan1025

Adopt, adapt, improve

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24th February 2007

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#4 10 years ago

Yeah it sounds like it would be worth looking into, especially into how much game lag would be caused by models using all/a combination of them.




Guest

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#5 10 years ago

I cannot seem to add bump maps in MS3d, and specularity maps are useful but subtle in Armada 2. I will certainly keep trying though :)




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#6 10 years ago

I say go for it. I've been thinking about proformance stuff in the wake of some of the changes that have been made to KA2 and with my experinces with midnight univeres and nano FX and wonder if the mod should have a recomended min system requiered so we don't have to deal with bug reports that turn out to be their computer is not powerful enough to run the graphics in the mod.




Majestic-MSFC

Majestic is thy Name!

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2nd April 2006

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#7 10 years ago

Would one be willing to provide the tags for these. I know for no alphas it's MATERIALNAME_!noalpha but the others I am not aware of and will need to be soon when we do the lightmaps for the models in Yesteryears and I am interested in the phong lighting.




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#8 10 years ago

For phong lighting, the tag is !phong_TEXTURENAME. As for Spec maps, you add them as a seperate image onto a texture (remember how SFC has its lightmaps as seperate BMPs, well for a spec map, a similar greyscale image is needed except it is loaded under the specularity tab of a texture) I believe bumps are done the same, but MS3d can't do bumps as far as I am aware, therefore you would probably need 3dmax to do them. I tried doing them in UU3d but the exporter in UU3d is too simple (it doesn't allow phong lighting either).




Achilles

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13th January 2003

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#9 10 years ago

I've never been one to withold information Majestic ;) however 3dsmax does not use tags, it has a rather cool and complex material panel with all sorts of wonderful and mysterious settings.




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#10 10 years ago

Settings to add bumpmaps for example :) Damn I wish my 3dMax CD wasn't damaged. I may try and install it again anyway, stranger things have happened on my PC.