[B]Rev 315 changes:
Fixed:[/B]
* Cap not work on gmod13 after latest update.
* Some other small fixes for gmod13.
@kibbols, not really.
Bump map describe plane normal variations. So for example, shader take plane normal and add to it values from bump map. Thus, you get "bumps", that you can create from height map (gray scale map that specify each bump height).
Normal map descirbe every plane normal vector itself, it's made from hi-polygon model which is projected on low-polygon model and basicaly it's purpose it to give a feeling that model have thousands of polygon, instead of hudreds by manipulating normal vectors ad edges (and other places).
So basically, you did bump map I suspect. All things in CAP use bump maps since they are easy to make and give decent looking. Just be sure to not mess normal and bump names together :)
Yay for broken pages.
[QUOTE=Madman07;37770848]@kibbols, not really.
Bump map describe plane normal variations. So for example, shader take plane normal and add to it values from bump map. Thus, you get "bumps", that you can create from height map (gray scale map that specify each bump height).
Normal map descirbe every plane normal vector itself, it's made from hi-polygon model which is projected on low-polygon model and basicaly it's purpose it to give a feeling that model have thousands of polygon, instead of hudreds by manipulating normal vectors ad edges (and other places).
So basically, you did bump map I suspect. All things in CAP use bump maps since they are easy to make and give decent looking. Just be sure to not mess normal and bump names together :)[/QUOTE]
i made a normal map, but the valve developer wiki said to use it it with "$bumpmap" i'll do some more research on it.
[B]Guys has anyone seen my BUG REPORT: IN SINGLE PLAYER I CANT OPEN THE BULK-HEAD DOORS IN THE PUDDLE JUMPER[/B]
[QUOTE=sdbrendan;37773884][B]Guys has anyone seen my BUG REPORT: IN SINGLE PLAYER I CANT OPEN THE BULK-HEAD DOORS IN THE PUDDLE JUMPER[/B][/QUOTE]
hmm... does it work in MP?
Show them shaders!
[QUOTE=kibbols;37774409]hmm... does it work in MP?[/QUOTE]
yes it does
[QUOTE=sdbrendan;37777098]yes it does[/QUOTE]
hmm, weird.
so, the bump map works at least. but i need somebody to look at this and tell me what is wrong.
[CODE]
"VertexlitGeneric"
{
"$basetexture" "custom_models/lantian_crystal/lantiancrystal"
"$bumpmap" "custom_models/lantian_crystal/lantiancrystalnormal"
"$normalmapalphaenvmapmask" "1"
"$surfaceprop" "Glass"
"$envmap" "env_cubemap"
"$envmaptint" "[ .1 .1 .1 ]"
"$envmapconstrast" "1"
"%compilenoshadows" "1"
"$model" "1"
"$translucent" "1"
}
[/CODE]
[QUOTE=sdbrendan;37773884][B]Guys has anyone seen my BUG REPORT: IN SINGLE PLAYER I CANT OPEN THE BULK-HEAD DOORS IN THE PUDDLE JUMPER[/B][/QUOTE]
some things in gmod were broken by a previous update of either tf2 or gmod (i can't remember which), this may be a reason
[editline]23rd September 2012[/editline]
Can anybody guess what i'm making from this picture?
[IMG]http://sphotos-a.xx.fbcdn.net/hphotos-ash4/398502_533624186653690_617763871_n.jpg[/IMG]
Here's a hint.
[IMG]http://sphotos-a.xx.fbcdn.net/hphotos-ash4/267203_533645609984881_93264858_n.jpg[/IMG]
The Ancient stasis chamber
[QUOTE=orrila;37781339]The Ancient stasis chamber[/QUOTE]
Like the one in SGAMP ?
[QUOTE=kibbols;37778019]hmm, weird.
so, the bump map works at least. but i need somebody to look at this and tell me what is wrong.
[CODE]
"VertexlitGeneric"
{
"$basetexture" "custom_models/lantian_crystal/lantiancrystal"
"$bumpmap" "custom_models/lantian_crystal/lantiancrystalnormal"
"$normalmapalphaenvmapmask" "1"
"$surfaceprop" "Glass"
"$envmap" "env_cubemap"
"$envmaptint" "[ .1 .1 .1 ]"
"$envmapconstrast" "1"
"%compilenoshadows" "1"
"$model" "1"
"$translucent" "1"
}
[/CODE][/QUOTE]
The fuck is this %compilenoshadows" "1" ....
Higher the envtint remove the contrast, add phong and rimlight
[QUOTE=Boba Fett;37782622]The fuck is this %compilenoshadows" "1" ....
Higher the envtint remove the contrast, add phong and rimlight[/QUOTE]
k thanks.
also, orilla is right.
-- LoL Deleted because nobody want to answer --
Don't use phong, it is consuming too much performance, and you don't need it for a crystal
It seems that the forum has been shutdown by someone, I'll take a look around and figure out what reason was behind it, until than it will be Inaccessible!
I kinda agree with assassin. Sure, phong is good (if you can actually call phong "good" -_-) but considering crystal size, I doubt that lighting effect will be really visible.
[QUOTE=Boba Fett;37782622]The fuck is this %compilenoshadows" "1" ....
Higher the envtint remove the contrast, add phong and rimlight[/QUOTE]
i looked around and the %compilenoshadows is supposed to turn shadows off for the object... it didn't...
[editline]24th September 2012[/editline]
would anybody like to animate/code the Stasis Chamber? the model is almost done, just a few more tweaks and testing.
[editline]24th September 2012[/editline]
How's this? again if somebody could animate/code the Stasis Chamber, that would be nice.
[IMG]http://sphotos-b.xx.fbcdn.net/hphotos-snc6/255536_533938279955614_1488740966_n.jpg[/IMG]
now, to figure out how to give the silver parts and lights a bump map.
hmmm..... i seem to be having a problem with collision. the stasis pod's collision is kinda messed up. the only part wrong with the collision is that i can't go inside the chamber. how would i go about fixing it? don't yell, i am working as fast/hard as i can to find a solution, I just can't seem to find one.
[QUOTE=kibbols;37792209]hmmm..... i seem to be having a problem with collision. the stasis pod's collision is kinda messed up. the only part wrong with the collision is that i can't go inside the chamber. how would i go about fixing it? don't yell, i am working as fast/hard as i can to find a solution, I just can't seem to find one.[/QUOTE]
You need to build a collision model from convex objects.
If you already did, please post a picture of your col model, and post your .qc
When doing a collision model, you need top follow few simple steps. Each collision part need to be convex primitive (aka box, cylinder, etc.). If you need a concave shape (like here), you need to compose it from several simpler primitives (for example 6 box here, top, bottom, left, right, and 2 for back). Then, you attach all of them into one object (but don't weld anything), select all faces in that object, clear and select one, common smoothing group. Ready to export.
ninja'd -_-
[QUOTE=Madman07;37792981]When doing a collision model, you need top follow few simple steps. Each collision part need to be convex primitive (aka box, cylinder, etc.). If you need a concave shape (like here), you need to compose it from several simpler primitives (for example 6 box here, top, bottom, left, right, and 2 for back). Then, you attach all of them into one object (but don't weld anything), select all faces in that object, clear and select one, common smoothing group. Ready to export.
ninja'd -_-[/QUOTE]
You also need to assign a single material to everything in the colision model. Any random material will do it will be invisible anyway. There's also a console command ingame for displaying col models. I think it was: v_collide_wireframe 1
Also i think sv_cheats should be turned on for it to work.
Yeh, material needed. Also, if you will get to the point that collision is at right place but wrong angle - make a bone, and skin both visible model and collision to bone. Just saying. It took me 2 or 3 days to figure it out myself.
Dear Members,
The Forum is back up, feel free to visit and post as you wish.
Thanks for your time - The Cap Team
[editline]25th September 2012[/editline]
@Madman
You've written in the Cap Forum that I've changed the sprite vmt's but I've never touched sprites, In fact on rev 191 it seems you've done allot of re-ordering of sprites removing much of them, either way tell me witch sprite file it is and I'll see what's wrong with it though as of now IDK witch file it is and you're always offline on steam so I cannot ask...
I thouuht it was u but if not then sorry. I did it because I uploaded completly new sprities.
Well, nvm then, it's probably because they are usign dx8 or sth like that.
[QUOTE=Madman07;37794089]I thouuht it was u but if not then sorry. I did it because I uploaded completly new sprities.
Well, nvm then, it's probably because they are usign dx8 or sth like that.[/QUOTE]
I'm having the problem too and yea I'm running it in the correct mode, I do think its rather missing than something wrong with the vmt as it doesn't show up at all rather than pink black or other type of error related things, where is it placed in the code witch texture it's using?
Thanks for tips on collision modeling, I'll do it after I get home. And I just realized where %compilenoshadows goes... the website didn't say to put it in the qc
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