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Xcen

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    11

Posts posted by Xcen

  1. Just a missing bracket.

     

     

     

     

    *MATERIAL 2 {

    *MATERIAL_NAME "shadow"

    *MATERIAL_CLASS "Standard"

    *MATERIAL_AMBIENT 1.0000 0.0000 0.0000

    *MATERIAL_DIFFUSE 1.0000 0.0000 0.0000

    *MATERIAL_SPECULAR 0.9000 0.9000 0.9000

    *MATERIAL_SHINE 0.1000

    *MATERIAL_SHINESTRENGTH 0.0000

    *MATERIAL_TRANSPARENCY 0.0000

    *MATERIAL_WIRESIZE 1.0000

    *MATERIAL_SHADING Blinn

    *MATERIAL_XP_FALLOFF 0.0000

    *MATERIAL_SELFILLUM 0.0000

    *MATERIAL_FALLOFF In

    *MATERIAL_XP_TYPE Filter

    *MAP_DIFFUSE {

    *MAP_NAME "Map #1"

    *MAP_CLASS "Bitmap"

    *MAP_SUBNO 1

    *MAP_AMOUNT 1.0000

    *BITMAP "//base/textures/common/shadow2"

    *MAP_TYPE Screen

    *UVW_U_OFFSET 0.0000

    *UVW_V_OFFSET 0.0000

    *UVW_U_TILING 1.0000

    *UVW_V_TILING 1.0000

    *UVW_ANGLE 0.0000

    *UVW_BLUR 1.0000

    *UVW_BLUR_OFFSET 0.0000

    *UVW_NOUSE_AMT 1.0000

    *UVW_NOISE_SIZE 1.0000

    *UVW_NOISE_LEVEL 1

    *UVW_NOISE_PHASE 0.0000

    *BITMAP_FILTER Pyramidal

    }

    }

    }

    *GEOMOBJECT {

    *NODE_NAME "Object01"

    *NODE_TM {

    *NODE_NAME "Object01"

    *INHERIT_POS 0 0 0

    *INHERIT_ROT 0 0 0

    *INHERIT_SCL 0 0 0

    *TM_ROW0 0.4743 0.0000 0.0000

    *TM_ROW1 0.0000 0.4743 0.0000

    *TM_ROW2 0.0000 0.0000 0.4743

    *TM_ROW3 -1.6627 0.0238 16.8028

    *TM_POS -1.6627 0.0238 16.8028

    *TM_ROTAXIS 0.0000 0.0000 0.0000

    *TM_ROTANGLE 0.0000

    *TM_SCALE 0.4743 0.4743 0.4743

    *TM_SCALEAXIS 0.0000 0.0000 0.0000

    *TM_SCALEAXISANG 0.0000

    }

     

     

  2. Surface name in Lightwave:

     

    tableolddirty

     

    material:

     

     

     

    tableolddirty

    {

    wood

     

    qer_editorimage models/darkmod/props/textures/tableolddirty

    bumpmap models/darkmod/props/textures/tableolddirty_local

    diffusemap models/darkmod/props/textures/tableolddirty

    specularmap models/darkmod/props/textures/tableolddirty_s

    {

    if ( parm11 > 0 )

    blend gl_dst_color, gl_one

    map _white

    rgb 0.40 * parm11

    }

    {

    if ( parm11 > 0 )

    blend add

    map models/darkmod/props/textures/tableolddirty

    rgb 0.15 * parm11

    }

     

    {

    if (global5 == 1)

    blend add

    map models/darkmod/props/textures/tableolddirty

    scale 1, 1

    red global2

    green global3

    blue global4

    }

    {

    if (global5 == 2)

    blend add

    program ambientEnvironment.vfp

    vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump

    vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular

    vertexParm 2 global2, global3, global4, 1

     

    fragmentMap 0 cubeMap env/gen1

    fragmentMap 1 models/darkmod/props/textures/tableolddirty_local // Bump

    fragmentMap 2 models/darkmod/props/textures/tableolddirty // Diffuse

    fragmentMap 3 models/darkmod/props/textures/tableolddirty_s // Specular

    }

    }

     

     

  3. Not sure we want exotic fruits like bananas and melons

     

    The melon is on the Model Wishlist in the wiki.

     

    @RPGista and Spring: That was a joke. I know that texturing is a lot of work and takes much more time than modelling.

     

    Not even sure if I could give up control over my work and let someone else finish it.

     

    But sometimes you wish there is someone who can texturing them for you.

  4. Tried a different exporter, assimp and lightwave.

     

    Both assimp and the exporter killed the edge split and the model is fully smoothed ingame.

     

    Lightwave worked fine. No flipped normals or missing texture problems ingame.

     

    Except this error message:

     

    WARNING: ConvertLWOtoModelSurface: model 'models/darkmod/tools/pickaxe_3' has bad or missing uv data

     

    The texture is there but distorted.

     

    Before exporting the uvmap looked normal. When I reload the exported model in lightwave the texture is tiled and the uvmap just isn't there.

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