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Samson-

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Samson- last won the day on July 15 2018

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About Samson-

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  1. If I wanted to start poking at this, is https://github.com/fholger/thedarkmodvr/ the repo I should be working from? Thx!
  2. Hi guys - if there's anything I can do to help with the VR implementation let me know. ( I'm the D3BFG Fully Possessed VR mod dev ) I know you're working on engine optimizations now, and most of the work I've done is on the BFG engine so isn't directly compatible, but I'm happy to lend a hand if I can.
  3. Hey, another quick question - does anyone have a link to the current/appropriate .ase import/export script for blender/TDM/D3? Did a quick search but maybe I missed it. Thanks again!
  4. You know, when I first read this comment, I thought to myself 'man, what kind of idiot does this guy think I am? I checked the material def a bunch of times!'. Turns out you know exactly what kind of idiot I am - I was editing the wrong material def. Fixed it and problem resolved. So in blender is it as simple as switching +Y to -Y under bake/swizzle? ( does D3 also use -Y?) Thanks a ton for the help - saved me lots of frustration!
  5. Hi guys - I'm getting my feet wet with modeling, and was hoping maybe someone could help with a couple of questions. I was starting with some base models from D3 to experiment. I was originally using one of the default blender .lwo export scripts, which did not seem to ever set smoothing on export, so unless i edited the materials to use the renderbump command, the models were faceted in game. I switched to the script referenced earlier in this post, and smoothing is definitely now set in the exported .lwo ( Yeah! ), but now I'm having a different issue - I can't seem to set a hard edge. Even if I select a portion of the model and split it off ( select faces then 'Y' to split ), the engine still smooths across that edge. The only way I could find to stop the behaviour was to assign the same material with a different name to the split portion of the mesh. Anyone experience this before? Using Blender 2.77 fwiw. Remove doubles is NOT set on the export script - just the smoothing option is set. My second question is about baking normals ( which is turning out to be a pretty interesting rabbit hole ). I was trying to model a simple cup - ( styrofoam coffee cup ). I made high and low poly models, and baked the normal from the high to the low, and it generally seems to work. The issue I'm having is the seam where the normal map wraps around the cup. Where the halves of the map meet, the normals look obviously inverted on the model in game. I tried splitting the model in half, unwrapping the UV's for half the model to the full texture space, mirroring the half to complete the model, welding the halves together, moving the mirrored UVs off the 0-1 UV map, baking the normal map, then moving the mirrored UVs back. This looks better, but the normals still seem to be wrong when looking at the model from different angles in game. I feel like I'm missing something here, any ideas would be appreciated. Thanks!
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