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[?] transparent glas, dirtlayer

Posted: 2009-07-07 13:32
by manligheten
What should I name the meterial in 3ds Max if I want it to be transparent glas?

a ordinary wooden wall?

How exactly does the dirtlayer works? If I just apply it in the material editor, I don't notice any difference ingame.

Re: [questions] transparent glas, dirtlayer

Posted: 2009-07-07 14:00
by Rhino
glass can't be exported as a staticobject.

Glass has to be exported on its own as a seprate, bundle object then attached onto the staticobject ingame via code.

dirt overlays the textures underneath it to give it a somewhat dirty look.

Here are some WIP shots of my Hesco Sanger I was making for sangin so you can see.

Plywood floor with no dirt:
Image

Plywood floor with afghan_di dirt:
Image

Plywood floor with dirty_c dirt:
Image

You should be able to see the differences. In the end I didn't use any of thous dirt layers and made a custom one for this object since they couldn't give me the effect I wanted. Can't see it that well in this pic but best one I have to hand.

Image

Re: [questions] transparent glas, dirtlayer

Posted: 2009-07-07 15:15
by smee
manligheten wrote:What should I name the meterial in 3ds Max if I want it to be transparent glas?

.
alphatest||alphatest is the basic name. I found you can do like alphaNAME||alphatest don't have it as a multiple/sub object and make you use a transparent texture. transparency is dealt with in the colour alpha channel.

or are you after just for 3dmax then it would be opacity.

Re: [questions] transparent glas, dirtlayer

Posted: 2009-07-07 16:19
by manligheten
Ok thanks. I'll see what I can do with the glas.

I managed to get the dirtlayer to work just need to make some tileable dirt.


Image

How do I remove the shining effect? I want it to look like plain wood.

Re: [questions] transparent glas, dirtlayer

Posted: 2009-07-07 16:36
by smee
its dependent on your DE layers alpha works as a specular map. some of the textures have alpha's some don't.

Re: [questions] transparent glas, dirtlayer

Posted: 2009-07-07 17:30
by manligheten
smee wrote:its dependent on your DE layers alpha works as a specular map. some of the textures have alpha's some don't.
Ah ok. I made the textures my self so they don't have any specular maps. I'll just darken the A channel then.

Re: [questions] transparent glas, dirtlayer

Posted: 2009-07-07 20:54
by smee
if you use calculations in photoshop and use that to create a mask this you can use as an alpha. you should have a wood like texture with the grain being black and the wood being gray, and the brightest being white(none with wood )

Just so you know PR statics prefer to use present textures if you can. look thought and find any of the _de textures to use. then check their alpha's

Re: [questions] transparent glas, dirtlayer

Posted: 2009-07-07 22:26
by manligheten
smee wrote: Just so you know PR statics prefer to use present textures if you can. look thought and find any of the _de textures to use. then check their alpha's
There are very few western style textures. The tiles on the barn are the same as on the dest_houses'. The red and white and black wood are custom. But that shouldn't matter much? Either you load them into the memory or you don't.

Re: [questions] transparent glas, dirtlayer

Posted: 2009-07-08 06:59
by smee
there are quite a few wood textures and you just need the colour map.

colour _C gives the colour, theres quite a few to choose from, if your doing a western style barn, try a colour map of where other objects would be used. usa colour pallette has nice red. And the detail is added in the DE channel

try and find a greyscale _de cause this wont add or multiply the colour