ASE material loading...


(Emon) #1

It appears that ydnar’s PicoModel library can only properly load materials for an ASE if you have one material per mesh. This is a real problem for me, because I have to detatch all my surfaces in 3ds max that I want to be a different texture. Increase in vertex count isn’t my primary concern, but that JA’s dynamic lighting from lightsabers and stuff fucks ups really bad. It’s a per-pixel effect on the world, but the extra vertices it isn’t liking.

Any chance of this being changed, or a way around?


(ydnar) #2

A single mesh in-game can only have a single material (shader), so the extra vertices would be there anyway.

There’s no way around this.

y


(Emon) #3

Oh yeah. :frowning:

So like, why doesn’t it bug out on the rest of the world? Must be my model.


(BadIdea) #4

So… I can’t blend textures on ase model? (vide terrain )


(The5thHorsemen) #5

nope…

but there’s always’ photo shop…


(ydnar) #6

You can, do some degree.

If you set the vertex alpha in the model in Max, you can blend between two textures using a terrain-like blend shader, where the 2nd texture stage uses alphaGen vertex.

y


(Emon) #7

What? Can’t you use a metashader?

And what about Raven’s ARIOCHE terrain in JA, JA has ASE terrain all over I think.


(ydnar) #8

I don’t know if JA supports ARIOCHE terrain. Q3Map2 never supported it, and didn’ t need to, as far as I know.

How’s the JA terrain look?

y


(WadeV1589) #9

If you model in 3DS Max, you can “Texture Bake” which will create a single .tga file for the entire model object and apply a UVW map to map this single texture onto it. This means that if you apply multiple textures using face selection, all the textures get “rendered” into a single .tga file thus a single texture. I think that’s what you want? If so, 3DS Max has superb help files, look up texture baking or render to texture and you’ll get a full tutorial on how to do it.


(BadIdea) #10

“Texture Bake”

Ups…
And nice looking -small terrain texture ?
512x 512? Big blurry pixels :slight_smile:

Why I’m talking about shader blending? - tiling.

Ok. I have done a simple plane in max.
Collaps to editable mesh, assign vertex colors / some of vertex have now alpha 0 , others alpha 100%
I have assign this shader (yup - in material name)

//terenmesh
textures/tanket3a/terrain_bad
{
qer_editorimage textures/liquids_sd/seawall_ripple1.tga
cull disable
nocompress

{
	map textures/liquids_sd/seawall_foam.tga
	blendfunc blend
	
}
{
	map textures/liquids_sd/seawall_ripple1.tga
	blendfunc blend
	alphaGen Vertex
		}

}

I have compiled sample map and load it (this?) to q3ase.
looks like no vertex info is write to my mesh.
(i have exported vertex colors (ase))

Or I’m shader lame…ups
Can someone write a simple shader that is using vertex alpha to blend textures?

Ofcourse sorry for my english.


(pazur) #11

after reading the post by WadeV1589 and having some difficulties with lightmapping models i did search for a texture bake plugin for cinema 4d/bodypaint (the program i presonally like the most for modelling). the plugin really rocks when uvw is non-overlapping. i did often overlap the uvw when texturing, so i can redo the uvw’s of the models or just use this on the next models i do. texture baking is cool :slight_smile:


(Hewster) #12

This is a shader I created for a terrain model, it uses the dotproduct,
which Ydnar suggested to me a while back :slight_smile:
It works quite well, but not a real substitute for a proper terrain shader:

textures/ww_town/hew_terrain1
{
	q3map_lightmapsamplesize 48
	q3map_lightmapaxis z
	q3map_texturesize 512 512
	q3map_tcGen ivector ( 300 0 0 ) ( 0 300 0 )
	q3map_forcemeta
	q3map_alphaMod dotproduct ( 0 0 1 )
	q3map_nonplanar 
	q3map_shadeAngle 120
	surfaceparm gravelsteps
	qer_editorimage textures/ww_town/ground/kb_ground01.tga
	{
		map textures/ww_town/ground/town_rock01.tga
	}
	{
		map textures/ww_town/ground/kb_ground01.tga
		alphaGen vertex
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
	}
}

I’m currently playing with this ^^ and using _decals for more detail.

Hewster


(Emon) #13

It supports it, and it looks pretty slick, there’s definately some metashader action on Tatooine, but I don’t know if that was ARIOCHE or not.