myFunProject_01

37 posts Page 2 of 4
fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Tue Jul 30, 2019 10:18 am
although merely a single plane , the trees have collision and small ledges .
Image
even though Ive encountered an issue concerning the player controlled turret theyre working nicely in 1st person in these pics .

1st person , player not mounted , but turret is the control object .
Image

player mounted to turret , 1st person
Image

My problem involves third person firing . Ill post about it in the C++ forum .
That sorta concludes my little show-off episode . I guess no one noticed the Marx Battleground trees and destroyed building . It was meant to be a little joke as theyre probably the most famous plastic toy soldiers type of things But oh well then , hope you enjoyed it ..
fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Sun May 17, 2020 8:41 am
RETURN OF HERO 1 ! or whatever his name is . Here he is in ver 3.9 . The green guy is the player the other 2 are AiPlayers . I guess its been a while since hes been shown off . If anyones wondering , it was imported into the shape editor and the dsq's added in the shape editor as well , the animations are really nice and the color texture is the original 256 . but i did run it through GIMP/insane bump to see what kind of normal i'd get .
Image
Duion
Posts: 1597
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sun May 17, 2020 11:39 am
I'm more wondering why you art now looks good instead of this weird abstract stuff you had before.
fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Sun May 17, 2020 10:42 pm
Duion , this time I did focused a little on appearance and considered some things I could change . I guess the colors looked a little over saturated so I lowered the saturation of some textures wih Gimps Hue/Saturation tool and lightened or darkened some textures with brightnss-Contrast , basic things like that until I liked the appearance and it seemed a little more realistic to me . Also I had to delete the old imposter files because they weren't being re-generated after the editing had been done on the images . after removing/renamimg whatever they were automatically generated . Plus , a little fiddling with the detail sizes in the shape editor and a little extra color shift with the postFx editor . I thinks thats about it , just some simple basic stuff , Im gonna try some more . thx
fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Mon May 18, 2020 5:31 am
OH! YEA! the whole crew then . Im sure youre wondering and yes theyre all scripted playerData or however you say it spawned as AiPlayers . .
Image
Duion
Posts: 1597
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Mon May 18, 2020 10:32 am
Did you remove the halo on your nature assets? It may improve the visuals a bit, if you do so. Here is a tool that does it automatically on textures: https://www.reinerstilesets.de/de/progr ... o-remover/ it is german, but you just need to run the tool. It basically fills the alpha channel of alpha textures with similar colors than the texture itself, so the vegetation does not look that dark in the distance.
fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Tue May 19, 2020 1:36 am
Thanks Duion , I have that little program . might try it on a file that I edited to a lighter color which left a white egde on the image , though , its an image with multiple colors so it probably wont work well and Ill need GIMP , its tree foliage , you cant see it unless youre very close
Duion
Posts: 1597
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Tue May 19, 2020 11:15 am
That software automatically fills the alpha channel with perfectly matching colors, no need to worry, I always let it fill the whole image just to make sure.
fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Wed May 20, 2020 2:33 am
Duion , I don't think there's a halo problem as with the alpha , I think Ill just stick with using GIMP . Actually I'm not happy at all with the appearance without the postFx because I'm using it to mask bad art . I'm stepping back , turning off the post FX and try to adjust the textures for realism first . I know , maybe should've already taken that approach instead of messing things up first . anyhow here's my way cool picture . I think that's all of them except for a couple material variants , and the Buggy! . Hope you like the pic . Anybody have any tips on importing those old structures ?


Cool!:)
Image
Duion
Posts: 1597
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed May 20, 2020 10:42 am
It is too bright and too green, I found things to look more realistic if you have your green more into the brown on the color spectrum and there is very likely a halo problem, you can see black pixels on the grass for example. You can use Gimp to remove the halo, but it is complicated, since you have to cut out and fill the alpha in the correct order, otherwise it will be filled with black again and I don't know how to make Gimp show the alpha channel color, Blender shows it, when you load it as a texture.
37 posts Page 2 of 4

Who is online

Users browsing this forum: No registered users and 2 guests