help with some simple (i think) problems -1 reply

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#1 11 years ago

Problem 1

Ive got my first ship ingame with normal diffuse textures, but why do phasers and the lights on borg cubes shine through my ship? or rather, why can i see them through my ship.

Problem2

My ship has four parts ie Meshes Part1 Part2 Part3 Part4 Textures F_Interceptor_A.dds F_Interceptor_B.dds F_Interceptor_C.dds F_Interceptor_D.dds Ive followed AcidFluxxBass's tutorial and named all my materials with the _!B_!S prefix. (this is also the ship with the see through problem) But when i add a texture (bump map) named this:

F_Interceptor_A_bump.dds

into the dds folder, my ship is definately not bump mapped ingame?!

If any one could help, that would be great :bows:

on another note, AcidFluxxBass, you 4th tutorial with the HP stuff, there one but which i think is slightly wrong, where it says this: From the h_root, you also need to add ‘m_*group name*’ for every single group.

Ive found it doesnt work, i just get a Access violation error but if these parts are from H_Scene Root, then they work.




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#2 11 years ago

Thanks for the post mate. I've always linked my groups from the Root node, but I guess for somepeople it may not work.

To stop the transparent problem, you need to create a damage mesh.

step 1: Select every group

step 2: Duplicate it into one whole group (Ctrl+D)

step 3: With the Inverted mesh selected go to; Face (on the top menu) and select Invert Vertex Order. This will turn the mesh so the ouer faces are now facing inwards.

step 4: rename the inverted mesh. The name must go like this; "in_*odf filename*". I've always named my damage meshes with the odf name. So for the Soulwolf it'd be "in_f_soulwolf".

step 5: With the inverted mesh selected; Assign a damage material to it. the damage material should be 'damageinterior.dds' from the Textures>DDS folder in the star trek:legacy directory.

step 6: finally, add the group joint from the H_root_scene node. eg 'm_in_f_soulwolf'.

that should be it. Post here if there are any other problems :)

I'm sorry you found inaccuracies with the tutorial.

For the second issue, try the prefix '_!S_!B'. Essentially swapping the two around.




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#3 11 years ago

Okay, will do

Inaccuracies! Pah, barely, it covers porting really well, but it theres some bits that arent clear enough for total newbs like me. if your porting from a different game, ie Homeworld 2, then bits like when you assign the DDS, make sure the DDS you assign is in the DDS folder not somewhere else ( it's kinda obvious now, but because Homeworld 2 uses a HOD, which you import everything into like textures and stuff, i wasnt quite sure)

Okay, do you name the Spec and Bump textures like ive done above?

Onto stuff that isnt help, but questions. for the damage texture, it looks really bad when you get a star shape missing from a ship, is there any way to edit it so its like a burn hole? Is it possible to make turret in the game engine (even if not simply, i dont mind, ill learn) and are missiles possible, so a 3d mesh for a weapon instead of 2d?




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#4 11 years ago

keybored;5184752Okay, will do

Inaccuracies! Pah, barely, it covers porting really well, but it theres some bits that arent clear enough for total newbs like me. if your porting from a different game, ie Homeworld 2, then bits like when you assign the DDS, make sure the DDS you assign is in the DDS folder not somewhere else ( it's kinda obvious now, but because Homeworld 2 uses a HOD, which you import everything into like textures and stuff, i wasnt quite sure)

Okay, do you name the Spec and Bump textures like ive done above?

Onto stuff that isnt help, but questions. for the damage texture, it looks really bad when you get a star shape missing from a ship, is there any way to edit it so its like a burn hole? Is it possible to make turret in the game engine (even if not simply, i dont mind, ill learn) and are missiles possible, so a 3d mesh for a weapon instead of 2d?

The damage mesh youve applied should look like any other damage mesh in the game. Unfortunately the damage is poor-looking, but thats why teams of modders look into these things.

And yes, _!B would translate directly to _bump.

and yeah I see what you mean. I think the tutorial was optimised for star trek game transfers. I've yet to encounter a game without textures in a separate file. I think files can be put in other folders, as long as its in the textures folder. HOD folder is theoretically possible.




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#5 11 years ago

"The damage mesh youve applied should look like any other damage mesh in the game. Unfortunately the damage is poor-looking, but thats why teams of modders look into these things. " yeah, poor looking to say the least XD

nonono, a hod is a "mini archive" containing textures, meshes, hardpoints, lights, engine trails/burns/engine meshes.

all that data is "imporrted" into a hod file, the the game, homeworld 2 reads the hod file.

"I've yet to encounter a game without textures in a separate file", homeworld 2 is your game :D




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#6 11 years ago

There is a potential to improve the "damage star".. I've not seen anyone do it yet but I do believe it's possible. I'm a coder not a graphic person so I get crasy ideas alot of them and this is one I haven't found the time to follow up on.




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#7 11 years ago

Im a scripter/coder too, its what i like, its my 3d side that lets me down, so onto problem 3

AFB, is there anything else i need to do apart from put the bump texture into the dds folder and name it right becuase it didnt work... is there something other than the _!s_!b in milkshape i have to do? Oh and how do glow maps work? there not the same as Homeworld 2 (green is glow blue is not glow)




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#8 11 years ago

Make a Black and White Checkerboard that will certainly show up strongly that way to verify it's not something wrong with your bump texture.

Personally I tired 1 port myself and didn't get the bump maps working either. But I was toying around and didn't get serious about actually completeing it.




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#9 11 years ago

Are you sure that you are using the Nvidia Normal Map Filter bump map tool?

glows appear automatically. there should be a separate file with the colored areas with the expention _glow.

eg - F_Soulwolf_A_glow




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#10 11 years ago

Nope, i dont have photoshop, but im using a program called crazybump.