Page 12 of 15

Posted: Tue Apr 10, 2007 9:57 pm
by birdman
ok havin a little problem with my visor heres a pic

Image

here is my visor tag also

Image

you guys know whats goin on?


How do you go about looking at your material tree like that, looking at yours helps ALOT, i can finally read them....lol

Posted: Tue Apr 10, 2007 10:05 pm
by Tural
Can you post a picture of your tree, specifically the Reflection map?

Posted: Wed Apr 11, 2007 4:25 am
by birdman
lol i have asked how to look at my materal tree twice now.....im not sure where to go to look at it

Posted: Wed Apr 11, 2007 10:15 am
by Darco
the alpha in your reflection slot is set wrong. its most likely set by default for spherical instead of texture. in the picture, blue is what you most likely have set for the bitmaps in your reflection, and red is how you should have it. that should fix your problem, if not just show us your tree.
Image

Posted: Thu Apr 12, 2007 8:51 am
by birdman
ok my model is dont enuf for me, could be better but i have spent way too much time on it. Heres a pic

Image

this way my first time playing with 3d models and even tho it took long i really love the out come..Thanks darco for this amazing TUT and thank you Tural for helpin me out......

Is modeling weapons kinda the same? I tried doing a BR but couldnt get too far............anyone know of a good weapon tut?

Posted: Thu Apr 12, 2007 1:28 pm
by Jordan
For the most part, the diffuse, falloff, normal bump, and specular are done the same way with all models.

Posted: Thu Apr 12, 2007 5:06 pm
by squid267
Alright I have a question, is the metal dirty thing on every model include weapon, vehicles, and Im assuming its not on the plasma grenade though.

Posted: Thu Apr 12, 2007 5:14 pm
by Darco
no. to get a list of textures used, you need to click on the shader in entity and open up the meta editor. down at the bottom will be a list of all the bitmaps used. the first one listed is usually the bump so that makes it easier to locate. if that doesnt make sense to you, let me know and i will post a picture of where exactly it is.

Posted: Thu Apr 12, 2007 5:17 pm
by TelTura
No. Every model defines what detail map it uses in its shader.

Posted: Thu Apr 12, 2007 5:50 pm
by squid267
I understood. Thanks, so this will work with all models, right?

Posted: Thu Apr 12, 2007 6:22 pm
by Tural
If you grasp the concept of the tutorial and learn from it, not just copy, then yes, this will be a great help in the long run.

Posted: Thu Apr 12, 2007 7:21 pm
by birdman
im sure you guys know about bipeds and im not getting the help i need in the other thread,

i need to make my shoulders broader using the clavicle bone. when i try to move it in any difection it wont move. Is there a way to detach the bone so it can be seperated? Or is there another way? heres a pic

Image

Posted: Thu Apr 12, 2007 7:40 pm
by Tural
This doesn't belong here, regardless of if you don't feel you're getting help in that thread.

Posted: Fri Apr 13, 2007 3:59 am
by squid267
I meant the Shader thing...Like even for vehicles it shows all detail maps. NO t the TuT itself... :oops:

Posted: Fri Apr 13, 2007 8:50 am
by BlackGoku21
Does anyone know how i could possibly do a good environment where the ground strongly reflects the characters. and also if it's possible to extract the biped model configuration directly from the mainmenu.map. cause it looks like its in there

Posted: Fri Apr 13, 2007 10:06 am
by Darco
Please direct all questions that do not pertain to my tutorial to here.

Posted: Fri Apr 13, 2007 10:43 am
by BlackGoku21
OK, but about the Chief. i have yet to find out how to do the emblem. i remember seeing it somewhere in the tutorial that you will come back to it later but i still have not located where that was. can someone direct me please

Posted: Fri Apr 13, 2007 1:49 pm
by Darco
i explained how, but i left it as something for you to figure out on your own to see if you really understand some of the things you're using in the tutorial.

Posted: Sun Apr 15, 2007 6:34 pm
by jam50
i found a way to improve the reflection

Image

Image

Posted: Sun Apr 15, 2007 6:56 pm
by Darco
the reflection looks a bit iffy, but overall nice job.