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Modelling cars - Chevrolet Camaro 2010 https://www.quake3world.com/forum/viewtopic.php?f=10&t=51311 |
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Author: | dONKEY [ 06-22-2016 03:05 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
Listen to what the guys are telling you. Your texture paths are wrong. You apparently have the correct path for the editor image, but not the in-game textures. Most commonly this is caused by /and\ |
Author: | coltonquake3 [ 06-22-2016 03:44 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
If you can send me the model, CZghost, I'll fix it for you. Man, this would be an awesome car for Q3Rally... |
Author: | CZghost [ 06-22-2016 03:58 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
@dONKEY: Material definition inside the ASE file: Code: *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL 0 { *MATERIAL_NAME "models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.0000 0.0000 0.0000 *MATERIAL_DIFFUSE 0.8000 0.8000 0.8000 *MATERIAL_SPECULAR 1.0000 1.0000 1.0000 *MATERIAL_SHINE 0.2485 *MATERIAL_SHINESTRENGTH 0.1370 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_WIRESIZE 1.0000 *MATERIAL_SHADING Cooktorr *MATERIAL_XP_FALLOFF 0.0000 *MATERIAL_SELFILLUM 0.0000 *MATERIAL_FALLOFF In *MATERIAL_XP_TYPE Filter *MAP_DIFFUSE { *MAP_NAME "models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "..\models\mapobjects\czghost\czyard\vehicles\camaro\camaro_final.tga" *MAP_TYPE Screen *UVW_U_OFFSET 0.0000 *UVW_V_OFFSET 0.0000 *UVW_U_TILING 1.0000 *UVW_V_TILING 1.0000 *UVW_ANGLE 0.0000 *UVW_BLUR 1.0000 *UVW_BLUR_OFFSET 0.0000 *UVW_NOUSE_AMT 1.0000 *UVW_NOISE_SIZE 1.0000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.0000 *BITMAP_FILTER Pyramidal } } } Shader script code for used texture Code: models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final { q3map_lightimage models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final_light.tga q3map_surfacelight 10 { map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final.tga rgbGen identity } { map models/mapobjects/czghost/czyard/vehicles/camaro/glass.tga rgbGen identity blendFunc GL_ONE GL_ONE tcGen environment } { map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final.tga rgbGen identity blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_ZERO GL_SRC_COLOR tcGen lightmap } { map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final_light.tga blendFunc GL_ONE GL_ONE } } Where the hell is mixed / and \? I've been looking in Sock's ASE models (plants), which were made by q3map2 from BSP files. The *BITMAP specification was the same format as above... @coltonquake3: Thank you for suggestion. I'll send it to you by PM. Yes, the model would look awesome in Q3Rally Unfortunately the model was designed to be used as mapobject (decoration) and thus the model is missing interior and the wheels are not turnable. It's also designed as garage model (placed in garage) so the wheels tyres are facing the front of the car. If you want to use it in Q3Rally, I'd have to give you also the source Blender file used for the model creation. I do not know Q3Rally specifications. Also even with IOQuake3 I was unable to get Q3Rally get working correctly and bots didn't work at all (can't load up). So I can't make the Q3Rally version myself as I do not know how the Q3Rally player car model actually works and I do not know the specifications of that model... I hope this is something, you know, so you can remake this model for that purpose But first I need to get that working as mapobject in the map. I want to release it both ready to be used in map and the source Blender file to allow edits... |
Author: | coltonquake3 [ 06-22-2016 05:24 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
@CZghost: Inside the ASE file, the texture path has directories seperated by backslashes. You have them seperated by forward slashes in the shader file. Change the texture directory seperators in the shader file from forward slashes to backslashes & that should solve your issue, CZghost. |
Author: | CZghost [ 06-22-2016 06:24 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
You mean that in *BITMAP? Why this format works for Sock's plants models, which also use shaders? |
Author: | CZghost [ 06-22-2016 06:31 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
Sock's grass01a.ase model: Code: *MATERIAL_LIST { *MATERIAL_COUNT 2 *MATERIAL 0 { *MATERIAL_NAME "textures/common/caulk" *MATERIAL_CLASS "Standard" *MATERIAL_DIFFUSE 1.000000 1.000000 1.000000 *MATERIAL_SHADING Phong *MAP_DIFFUSE { *MAP_NAME "textures/common/caulk" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0 *MAP_TYPE Screen *BITMAP "..\textures\common\caulk.tga" *BITMAP_FILTER Pyramidal } } *MATERIAL 1 { *MATERIAL_NAME "textures/plants_soc/grass01a" *MATERIAL_CLASS "Standard" *MATERIAL_DIFFUSE 1.000000 0.692170 0.392717 *MATERIAL_SHADING Phong *MAP_DIFFUSE { *MAP_NAME "textures/plants_soc/grass01a" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0 *MAP_TYPE Screen *BITMAP "..\textures\plants_soc\grass01a.tga" *BITMAP_FILTER Pyramidal } } } The *MATERIAL_NAME and *MAP_NAME are the same format, actually pointing to the shader with forward slashes. The *BITMAP is the same format as mine, pointing to the reference image for editor. If this doesn't work, why would Sock release that buggy version? He should know what works best, just take a look at his breathtaking maps... |
Author: | CZghost [ 06-22-2016 11:00 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
Okay thank you But wait - why the model is so small on your screenshot? It should be in an average height compared to the real height against height of a normal adult human, which was corrent in Radiant on my side... |
Author: | Bacon [ 06-22-2016 11:10 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
Not sure. I didn't use a modelscale key or anything, mabye you've exported it bigger on your end after you made the zip available for download. |
Author: | coltonquake3 [ 06-23-2016 11:29 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
Might wanna do some scaling either on the shader part or on the model part, as Bacon said. Or maybe it's just that Bacon was using an outdated version of the model. |
Author: | CZghost [ 06-24-2016 01:31 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
Maybe. I'll try to shorten the path as Bacon suggested and will see |
Author: | CZghost [ 12-16-2018 04:43 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
Okay, I decided to completely rework the entire Camaro model. I do not use the downloaded model now, but starting from scratch. I'll also include newly number plates in the model... I'm starting with top section of the car, from engine cover, through shield window, roof to back window and trunk door Then I can model sides, front and back of the car. I'll make two version of the car: one with the underneath gear face, one without. Also, all four wheels are going to be placed there I'll also include both of files for anyone to make some changes (because texture on seam edges needs to match, actually, and to port the model to something more than simple map object, like someone told me he wants to make it into sort of rally mod for Quake 3, but he needs an interior - I do not have quite time and will to do interior, I just wanted to make a map object for anyone). This is so far I've done for now: I hope you can see the shape in there already It's just the engine cover and shield window. |
Author: | CZghost [ 12-16-2018 11:32 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
It's slowly taking the shape more and more I'm now on sides, including rear mirrors In case you wondered, I'm using Blender |
Author: | CZghost [ 12-16-2018 11:51 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
One quick question, though. Models do not use lightmaps? I mean map models. Because I looked into models.shader file in pak0.pk3 and this is what a map model shader looks like: Code: models/mapobjects/wallhead/lion_m { { map models/mapobjects/wallhead/lion_m.tga blendFunc GL_ONE GL_ZERO rgbGen vertex } { map textures/sfx/firewalla.tga blendFunc GL_ONE GL_ONE tcmod scroll 0.1 1 //rgbGen wave triangle .5 1 0 .4 } { map models/mapobjects/wallhead/lion_m.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen vertex } My guess is that models use vertex lighting? |
Author: | obsidian [ 12-17-2018 11:09 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
They can, but vertex lighting will often times look better (for models with relatively small planes) and run faster. |
Author: | obsidian [ 12-19-2018 05:38 PM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
Vertex lighting. The only time you would consider lightmaps is on much larger objects like terrain or a large wall or something. |
Author: | CZghost [ 12-20-2018 11:13 AM ] |
Post subject: | Re: Modelling cars - Chevrolet Camaro 2010 |
Okay, so I'll rewrite my shader |
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