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Author Topic: [SHOWOFF] What Are You Working On  (Read 318466 times)

PhilipTNG

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Re: [SHOWOFF] What Are You Working On
« Reply #1170 on: June 10, 2015, 09:44:33 am »
Looked into Vertex lighting in WMOs, used Gamh's Mirror Machine Tool and 010 Editor, only issue I'm getting is one of the areas has a dark smudge in it as shown in the last image:









^ No idea what's causing that to happen. If I had to take a guess, I'd say it has to do with something in the MOPT chunk.
« Last Edit: June 10, 2015, 12:06:20 pm by Admin »

Shelldon

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Re: [SHOWOFF] What Are You Working On
« Reply #1171 on: June 10, 2015, 11:18:22 am »
Looks amazing, PhilipTNG, vertex lighting its a great improvement in wmo creation.

axel0099, its Silithus alphamap. It would look much more better if I could use vertex shading in this location, but unfortunately Neo can't work with my map.

There are few new screens of area in imgur album:





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Krang Stonehoof

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Re: [SHOWOFF] What Are You Working On
« Reply #1172 on: June 10, 2015, 11:53:29 am »
Quote from: "Shelldon"
Looks amazing, PhilipTNG, vertex lighting its a great improvement in wmo creation.

axel0099, its Silithus alphamap. It would look much more better if I could use vertex shading in this location, but unfortunately Neo can't work with my map.

There are few new screens of area in imgur album:






It looks awesome.

But what do you mean by using vertext shading on a map?
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PhilipTNG

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Re: [SHOWOFF] What Are You Working On
« Reply #1173 on: June 10, 2015, 12:10:27 pm »
Quote from: "Shelldon"
It would look much more better if I could use vertex shading in this location, but unfortunately Neo can't work with my map.
What client is your map for? and Neo has Vertex shading now? that's awesome! I couldn't get Neo to run on my computer so I couldn't test if my up-ported maps work in it or not :( ,

Quote from: "Shelldon"
Looks amazing, PhilipTNG, vertex lighting its a great improvement in wmo creation.
Thanks ^_^, seemed the black splotch was a Cataclysm thing, the buggy wall looked okay in MoP, though because I did it with 010, all I could really do was make one single white pass on the vertex lol.
[media:1yvunf5v]https://www.youtube.com/watch?v=tbHcBJPF32I[/media:1yvunf5v]
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Method

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Re: [SHOWOFF] What Are You Working On
« Reply #1174 on: June 10, 2015, 12:18:17 pm »
Awesome work as always Philip.
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Kaev

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Re: [SHOWOFF] What Are You Working On
« Reply #1175 on: June 10, 2015, 12:28:25 pm »
Quote from: "Shelldon"
axel0099, its Silithus alphamap. It would look much more better if I could use vertex shading in this location, but unfortunately Neo can't work with my map.

Can you send me your map via PM? It's probably made with Noggit so it is 3.3.5.
I'd like to know why your map doesn't work and fix the bug.
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Supora

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Re: [SHOWOFF] What Are You Working On
« Reply #1176 on: June 10, 2015, 01:17:13 pm »
Quote from: "PhilipTNG"
Quote from: "Shelldon"
It would look much more better if I could use vertex shading in this location, but unfortunately Neo can't work with my map.
What client is your map for? and Neo has Vertex shading now? that's awesome! I couldn't get Neo to run on my computer so I couldn't test if my up-ported maps work in it or not :( ,

Quote from: "Shelldon"
Looks amazing, PhilipTNG, vertex lighting its a great improvement in wmo creation.
Thanks ^_^, seemed the black splotch was a Cataclysm thing, the buggy wall looked okay in MoP, though because I did it with 010, all I could really do was make one single white pass on the vertex lol.
[media:2sg3ks1s]https://www.youtube.com/watch?v=tbHcBJPF32I[/media:2sg3ks1s]
But you can use blender import/export script where I've added vertex shading support. Check last page for this.
With blender you can easily bake light information to the vertex color data. But this script doesn't set needed flag to wmo's. So you need to set it in 010. Also I didn't mentioned that if you didn't have vert color data in blender then MOCV will be set all zero(black).
Also if you are interesed in wmo minimap I can write some info via PM.
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PhilipTNG

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Re: [SHOWOFF] What Are You Working On
« Reply #1177 on: June 10, 2015, 02:26:24 pm »
Quote from: "Supora"
But you can use blender import/export script where I've added vertex shading support. Check last page for this.
With blender you can easily bake light information to the vertex color data. But this script doesn't set needed flag to wmo's. So you need to set it in 010. Also I didn't mentioned that if you didn't have vert color data in blender then MOCV will be set all zero(black).
Also if you are interesed in wmo minimap I can write some info via PM.
Yeah I know about it, but given that I have Zero idea how to use blender besides importing and exporting files, I took the binary route instead, besides it's entertaining to me to learn how the data works versus just getting it done ^_^ , I don't have the time to spare right now to sit down for however many hours/days/weeks it may take to get the basics down of blender due to various arrangements I've been having to do, both online and local.  The Cycles render system does intrigue me and would probably help me out with my local jobs but I that'll have to wait. ^^

Cheers!

PS, I think I have an idea how the minimaps are controlled, Never tried it but I think I have an idea, if I run into errors that I can't bypass, I'll definitely be sending you a PM with probably a 5 page letter XD, so be prepared!! hehehehe. :lol:  :lol:
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Supora

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Re: [SHOWOFF] What Are You Working On
« Reply #1178 on: June 10, 2015, 03:19:51 pm »
Quote from: "PhilipTNG"
Quote from: "Supora"
But you can use blender import/export script where I've added vertex shading support. Check last page for this.
With blender you can easily bake light information to the vertex color data. But this script doesn't set needed flag to wmo's. So you need to set it in 010. Also I didn't mentioned that if you didn't have vert color data in blender then MOCV will be set all zero(black).
Also if you are interesed in wmo minimap I can write some info via PM.
Yeah I know about it, but given that I have Zero idea how to use blender besides importing and exporting files, I took the binary route instead, besides it's entertaining to me to learn how the data works versus just getting it done ^_^ , I don't have the time to spare right now to sit down for however many hours/days/weeks it may take to get the basics down of blender due to various arrangements I've been having to do, both online and local.  The Cycles render system does intrigue me and would probably help me out with my local jobs but I that'll have to wait. ^^

Cheers!

PS, I think I have an idea how the minimaps are controlled, Never tried it but I think I have an idea, if I run into errors that I can't bypass, I'll definitely be sending you a PM with probably a 5 page letter XD, so be prepared!! hehehehe. :lol:  :lol:
BTW you can import yours wmo to blender and check vert indices and then change thair color in 010 if you want. The data about MOCV is just an array of RGBA colors each of this color corresponds to exact vert.
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PhilipTNG

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Re: [SHOWOFF] What Are You Working On
« Reply #1179 on: June 10, 2015, 03:45:13 pm »
Quote from: "Supora"
BTW you can import yours wmo to blender and check vert indices and then change thair color in 010 if you want. The data about MOCV is just an array of RGBA colors each of this color corresponds to exact vert.
Yeah I figured the basics of it, took a while to figure out what flags to set to get it to work among various other thinigs like the 0x2A value for indoor rendering, and yeah the RGBA, took a bit of time to realize the chunk size was just MOVT's size / 12 * 4 XD, (or can use MONR since is usually the same).

As noted before, I'm just passing a white color on all the verts, but it's the look I'm going for anyway so there's little to no reason to bother with using blender at this particular time.  I've made a batch script to automate it for me so it's not like I'm doing it all by hand on every execution ^_^, that'd be dumb hehehe  :lol:

The only bit that I'm not completely able to figure out at this time, though probably just need some more time to tinker with it later, is setting up the portals so I don't get the flicker effect as I do in the video.  I'm pretty sure I set it all correctly based on some generic values, but the MOPV is confusing to me, I'm not sure how many bytes I need in the chunk when I only have 1 portal and I'm not sure what exactly should go into it so it'll work properly.  But I'll figure it out eventually I'm sure.

But yeah, basically I don't want someone to provide me with a tool to do it for me, I'd rather have someone that may know how to write the data out manually help me figure out what may be causing the flicker effect. That to me is way more fun ^_^

Cheers!
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Supora

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Re: [SHOWOFF] What Are You Working On
« Reply #1180 on: June 10, 2015, 03:55:13 pm »
I have similar bug fith flickering. But it happens only when camera clipping the windows of my model. I have an idea about my model. I think that i have some faces of outdoor part in my indoor part or I have small holes in here. So when camera collide it then I got this thing. Need to check it out now.
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Simensss

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Re: [SHOWOFF] What Are You Working On
« Reply #1181 on: June 12, 2015, 01:08:00 am »
Try to work with borea tundra style.

lol

So big mountine
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Kaev

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Re: [SHOWOFF] What Are You Working On
« Reply #1182 on: June 12, 2015, 07:36:58 am »
Quote from: "Simensss"
Try to work with borea tundra style.

lol

So big mountine
Awesome. I wish my stuff would look like this too.. :D
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Skarn

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Re: [SHOWOFF] What Are You Working On
« Reply #1183 on: June 12, 2015, 08:08:20 am »
This is some impressive handpainting, dude. Really nice work.
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TheBuG

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Re: [SHOWOFF] What Are You Working On
« Reply #1184 on: June 12, 2015, 03:19:30 pm »
While I have nothing to show for, let's just say that I'm studing Aztec, Mayan and parts of Inca(n ?) architecture for a project I'm about to start ;).
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