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-   -   rave by um not me again? (http://forums.filefront.com/armada-i-ii-discussion/410424-rave-um-not-me-again.html)

Terra_Inc November 9th, 2009 02:49 AM

Re: rave by um not me again?
 
Quote:

Originally Posted by starfox1701 (Post 5063411)
Actuall adjusting the color is pretty simple with the right program and light maping is also preaty easy with a bit of practice.

Believe me, I'd LOVE to do it. But none of the lightmapping tutorials I've tried ever worked. Do i have to make changes to the model before being able to add lightmaps? Nothing I've tried worked.
If someone can provide a working tutorial, I'd be more than happy to do it.

starfox1701 November 9th, 2009 12:13 PM

Re: rave by um not me again?
 
what program are you using?

Terra_Inc November 10th, 2009 12:47 AM

Re: rave by um not me again?
 
Quote:

what program are you using?
At the moment it's gimp. I tried INH's tutorial, but it didn't work...
.. but I'm willing to use everything - if it works.

starfox1701 November 10th, 2009 12:31 PM

Re: rave by um not me again?
 
K guys I need some help here I don't have gimp so I have no idea how to walk him through this. Terra I have photoshop CS3 so I don't know exactly how you will have to translate this to gimp but when I need a lightmap on the fly this is what I do.

1 open the texture in question.
2 find the list of channles. As there is no light map it should list 3; red, green, and blue. In photoshop this is on the bottom right of the workarea under the tab "channels"
3 add another channel which should automatically be the "alpha" channel.
4 select the combined channels button at the top of the channels list
5 next go to the select dropdown menu and select all.
6 go to the edit dropdown menu and copy.
7 go back to the channel list and select the alpha channel
8 paste the copy into the alpha channel A grayscale of the normal texture should appear.
9 adjust brightness and contrast in the alpha channel till only the parts you want lit are visible. You may have to paint black over some places.
10 when done save as a 32 bit TGA file.

Terra_Inc November 10th, 2009 12:34 PM

Re: rave by um not me again?
 
OK, I understand. And this works without any changes to the model? Those old models probably weren't meant to have lightmaps at all...

Amateur November 10th, 2009 01:27 PM

Re: rave by um not me again?
 
Quote:

Originally Posted by Terra_Inc (Post 5066065)
OK, I understand. And this works without any changes to the model? Those old models probably weren't meant to have lightmaps at all...

That's a matter of luck I'm afraid. Some old or A1 models likely have some kind of tag on the end that makes lightmaps either non-fuctional or render as opacity maps...

Either that or they'll just stay light or only go dark a tad. I'm no expert, but maybe a hex editor could help (I've never used one myself so can't really explain how)

Sorry that I couldn't be of any real help...:(

starfox1701 November 10th, 2009 10:34 PM

Re: rave by um not me again?
 
Well A1 SODs in general don't like light maps as that game was not intended to use them. But they should work on A2 SODs unless that model's material settings specificaly exclude the use of lightmaps. If thats the case you will have to pull them in to milkshap and change them.


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