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-   -   [Help] Rendering Shaders (http://forums.filefront.com/sw-eaw-modding-mapping-editing/402231-rendering-shaders.html)

Chandler June 28th, 2009 10:03 AM

Rendering Shaders
 
I've been wondering this for some time, but never got around to asking it: is there a renderer in 3ds Max that supports DirectX shaders like we use for EaW, or does everyone have to re-material their models when they render them?

Chandler July 2nd, 2009 11:03 AM

Re: Rendering Shaders
 
No one renders images like these? I guess I'll have to ask someone directly :lookaround:...

codeuser July 2nd, 2009 11:31 AM

Re: Rendering Shaders
 
None of those images were done using the EaW shaders. I just used the default Max materials with the scanline renderer; nothing fancy like Vray.

Chandler July 2nd, 2009 12:02 PM

Re: Rendering Shaders
 
That's what I figured. Unfortunately, the models I got from the XWA community can have upwards of 60 different materials, so I guess that's just going to be part of the cost of using them (not to mention manually attaching the turrets). I actually know how to use Vray, but haven't been real motivated to make renderings given the circumstances! Thanks, codeuser.

Warb_Null July 2nd, 2009 01:10 PM

Re: Rendering Shaders
 
There is a modelviewer for xwa's OPT files if that's what you mean. I coul'd sent it to you if you want.

CloneWarsFreak July 2nd, 2009 01:10 PM

Re: Rendering Shaders
 
can u even put models into sw eaw without using the given sweaw shaders?

Chandler July 2nd, 2009 05:10 PM

Re: Rendering Shaders
 
Quote:

Originally Posted by Warb_Null (Post 4937472)
There is a modelviewer for xwa's OPT files if that's what you mean. I coul'd sent it to you if you want.

No, that's not what I mean. I mean those meshes that I've converted consist of a multi/sub-object of up to 60 different materials (and twice as many textures), so the prospect of converting all those materials to something renderable isn't very appealing, especially given that I'm constantly perfecting the models/textures in some way. Plus it'd be nice to just be able to quick render when working on stuff, but what can you do? Maybe I'll just start creating two sets of materials as part of my normal workflow...

Quote:

Originally Posted by CloneWarsFreak (Post 4937473)
can u even put models into sw eaw without using the given sweaw shaders?

You could theoretically write new shaders, but they would still have to be DX9 compatible.

Warb_Null July 3rd, 2009 10:09 AM

Re: Rendering Shaders
 
Ah.. I see what you mean.
I have converted a couple of XWAUP models myself (For personal use). I just put all those small xwa textures in on big image and then remaped all the small meshes to this new texture. I the end i have only one mesh and on texture. Also a lot of work but now it's real easy to swap out materials or make changes.

Chandler July 3rd, 2009 10:35 AM

Re: Rendering Shaders
 
I avoid UVWing like the plague :p. Besides, can't beat the graphics of 60 different textures (even if the game hates loading them).

Warb_Null July 3rd, 2009 02:05 PM

Re: Rendering Shaders
 
no no, not re-UVing just remapping the existing UV's. The orignal texture are not scaled down, just copied onto one big mega texture, no loss of quality. Then edit the UVwrap of the mesh piece and scale it and move it to the corresponding part of the mega texture ( times 60 or so :p )

Chandler July 4th, 2009 10:55 AM

Re: Rendering Shaders
 
Ah... that must be some kind of ginormous texture then :lol:. Probably better for normal and spec consistency though, not to mention load times.

Warb_Null July 6th, 2009 01:35 PM

Re: Rendering Shaders
 
Quote:

Originally Posted by Chandler (Post 4939235)
Ah... that must be some kind of ginormous texture then :lol:. Probably better for normal and spec consistency though, not to mention load times.

Not realy. No bigger than 1024x1024. Most XWA texture are only 128x128 or smaller. so you can fit 64 on one big texture. That's no so bad is it ;)

CloneWarsFreak July 6th, 2009 01:42 PM

Re: Rendering Shaders
 
Im not a good texurerer. So I dont understand what u guys are talking about but I want to understand. Can someone pls explain me?

Sidious Invader July 6th, 2009 03:39 PM

Re: Rendering Shaders
 
I do the same thing as Warb_Null, it's not that hard.

CCWAR July 7th, 2009 04:41 PM

Re: Rendering Shaders
 
Quote:

Originally Posted by Warb_Null (Post 4941248)
Not realy. No bigger than 1024x1024. Most XWA texture are only 128x128 or smaller. so you can fit 64 on one big texture. That's no so bad is it ;)

Well it is only good if the model has two or three different texture or when you reskin it with a new texture but it can be very bad when it has thousands of different texture because you will have one model with many dds files and it will be too big. With these type of models usually I have seen to Nomada joining all the original texture on one or two big files and re-uv again with them the model. But the best probably will be to make the model with a new skin, it is the faster.
By example, the MC104, MC80C (the Mon Remonda), the MC90 Defiance, MC112 and MC108 on this screenshot are XWA models made by JM and converted by Nomada.

And they do not use their original uv or skins. I think that it is the best solution.


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