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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, StrYdeR, techno2sl, batistablr, Welshy, Rasta, supersword, batistablr, playername, NovemberDobby
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Author Topic: no reflections and bullet effects
Infern4ll
General Member
Since: Feb 7, 2010
Posts: 24
Last: Mar 17, 2010
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Feb. 8, 2010 11:06 am
Hi there [biggrin]
I'm just workin' on my first map so my exp in this matter is poor

i was added a custom model whith custom textures . It looks preety good on the map, but there is a problem whith reflections on it and bullet impact fx. I've placed reflection probe right above my model but it doesn't work

The shape of my model contains a few "submodels"
i've used XCONV to convert from obj to xmodels,
in assman i've setted up RIGID as a type of model, and all the rest left default.

Textures:
two textures in .tga 24 bit format
color map and normal map
normals are crafted on nvidia plugin in photoshop cs4

material type WORLD PHONG (and tried to switch to MODEL PHONG)
surface type METAL


i've tried to point "clip bullet" in special settings of materials but it's useless

I,ve stucked on this[banghead]

Can U help?

edited on Feb. 8, 2010 11:11 am by Infern4ll
Infern4ll
General Member
Since: Feb 7, 2010
Posts: 24
Last: Mar 17, 2010
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Feb. 8, 2010 11:46 am
OK it,s done[rocking]

Collision LOD [smokin]

i didn't set this up earlier

now it's on HIGH and works .
At least bullet impact fx

anyways , i still don't know what to do whith reflections[ohwell]

cskiller86
General Member
Since: Nov 23, 2009
Posts: 181
Last: Mar 17, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, Feb. 8, 2010 11:55 am
For reflections you need to add a specular map texture (a grayscale image in which lighter gray means more reflective). Save it as a 24 bit TGA and recompile the material in AssMan.

Also, if your model is hi-poly, you should make a LOD (low poly mesh) for collision.
Infern4ll
General Member
Since: Feb 7, 2010
Posts: 24
Last: Mar 17, 2010
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Feb. 8, 2010 05:43 pm
attachment: image(67.2Kb) image(71.7Kb)
[confused] Why those splatters look like that?[confused]


Is this because only my "hi-poly" decects collisions?

edited on Feb. 8, 2010 05:45 pm by Infern4ll

I,ve switched all materials on this model to "painted metal" type, and only in one element bullet holes are correct.

what should i do whith the direction of those holes?
cskiller86
General Member
Since: Nov 23, 2009
Posts: 181
Last: Mar 17, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Tuesday, Feb. 9, 2010 05:00 am
Cool car, I love the tire rims.
I'm working on a police squad car.

I also have that error on one of my custom models. I think it has something to do with UVW mapping (not really sure, though).

The material type setting affects the FX and sound that is played when the material is shot (and probably the decal that appears).
Infern4ll
General Member
Since: Feb 7, 2010
Posts: 24
Last: Mar 17, 2010
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Tuesday, Feb. 9, 2010 12:20 pm
Thanx :) I'm glad You like it.

I'm trying to remap UVW's on my textures , but no results for now [sad]
Infern4ll
General Member
Since: Feb 7, 2010
Posts: 24
Last: Mar 17, 2010
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Saturday, Feb. 20, 2010 08:11 pm
well[ohwell] It's not about mapping for sure[ohwell] I've spent last week on making new model. I've mapped it from different directions and in different types of mapping ( boxed, spherical, plannar, etc) and those f$%^&n holes looks the same like those on screenshots[banghead]

I heve no idea what to do with it.[confused]
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MODSonline.com Forums : Call of Duty 4 : CoD4 MP Mapping