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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: SOF2 Tools Update
brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Mapping
Posted: Saturday, Jul. 13, 2002 08:10 pm
aahhh.. I wondering how the heck I was to choose which shader file l.o.l.

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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: SoFII Mapping
Posted: Saturday, Jul. 13, 2002 08:14 pm
Quote:
Thanks for the feedback Brutus -- let's talk about it:

-snip-

In the scaling part...do you mean that the preview window is too large? Or would you like the preview to be of the actual texture size, or something?

-snip-

Do you think adding 'textured lighting' features would be something you'd use?


Right now, if a texture is 1024x512, its previewed at 100%, which makes it freaking huge: I like to see the whole thing..

If you could set a 'scale' setting, then the program could scale it down so it would fit..

i.e.

@ 50% scale the 1024x512 becomes 512x256.

@25% 1024x512 becomes 256x128

The scale would only be used for displaying the texture in your prog, and would have no effect on the game itself, since the texture would remain @ 1024x512 on the disk, we're only scaling the preview of it.


Textured Lighting:

Sure would! :casanova:
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Saturday, Jul. 13, 2002 08:45 pm
Alright -- now we're getting somewhere! :)

That shader "sourcebox" at the top, serves it's purpose ok, I assume? I didn't feel like coding a directory navigator, since I figured that you're most likely going to put your shaders in that directory anyway... ;P

As for the texture scaling -- yeah, I should be able to do something like that. Would it be better or worse, do you think, to make the texture window a separate floating window, or keep it there right on the form? Also, right now, the textures are just scaled to fit the dimensions of an invisible box on the window...so they aren't scaled to proper aspect ratio either... ;P If you want a nice image viewing program, perhaps my 'fastviewer' application would be better in order? Heheh. I'll see about adding in some sort of scaling though.

On the part about the textured lighting, I'll have to play around with things a bit. If you can figure out how to do the 'emit light of a color value rather than from the lightest point on a texture' problem...let me know! That would be very nice to be able to include it with this package!

Thanks again Brutus...we'll turn this little application into something useful yet, eh? :)
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: SoFII Mapping
Posted: Saturday, Jul. 13, 2002 11:50 pm
if you're not going to include a dir. nav then maybe just put a quick note in the program to show where type in the name of the shader.. that'll help out tons for all..

I would just leave the invisible frame right on the form, works fine and serves its purpose.. K.I.S.S. theory on that one ;)

As for textured lighting.. well.. working on it hehe..

I'm still a little troubled on getting transparency in textures to work properly..

I can go glass with no problems but I'm trying to make a part of a decal see through to see the wall behind it and not haveing great success.. More reading through the included shaders I think..


Anyways.. I think It'd be great little tool your program.. Like I said.. It would be awesome to have something to do the quick and dirty part of shaders.. prolly help the newbs tons too... Remember back to when ya first started mapping and getting frustrated at "Whaddya mean 'shader'?!?"

lmao
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DarkOktane
General Member
Since: Nov 9, 2001
Posts: 791
Last: Sep 16, 2005
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Level 7
Category: SoFII Mapping
Posted: Sunday, Jul. 14, 2002 01:13 am
I like it :) It could use more functions. i dunno what though hehe
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Sunday, Jul. 14, 2002 03:19 am
Yeah Brutus, I hear you on both the K.I.S.S. principle (one of most IMPORTANT guidelines), and the need for some labeling. I'll fix it up and make it a little more presentable. ;)

I'll also look into functionality for adding 'light' shaders when using an image for color/glowing.

I still need to fix a few errors (Tires as a material type...LOL) -- but all the source code is at work, so I'll be able to goof around with things on Monday.

As for transparent shaders....

Have you tried just substituting a decal with transparency (.png with an alpha channel) texture for the in something like this?

textures/mytex/texname
{
surfaceparm nonopaque
q3map_material Concrete
q3map_nolightmap
q3map_onlyvertexlighting
cull disable
{
map textures/mytex/texname
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
}
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: SoFII Mapping
Posted: Sunday, Jul. 14, 2002 02:23 pm
I cannot figure out the alpha channel stuff using psp.. I thought I saw somewhere on here on how to do it..

I'll play with it this week.. I'm really anxious to put this map to rest so I may just say the heck with it and learn for the next one..
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Sunday, Jul. 14, 2002 03:57 pm
I'm not exactly sure how PSP handles alpha channels -- but basically, if you leave transparent areas of your image, I would think that when PSP converts the image to a PNG that it would just ''make" said alpha channel in the conversion? I guess you could always send me the files and I could try and make them into the proper format?
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Mapping
Posted: Monday, Jul. 15, 2002 12:32 am
that's exactly how I've saved the PNG and no go..

I gonna play with it so I can get realllly frustrated.. then when I'm ready to huck the whole thing out then I'll be back and I'll post the image up for ya.. lol.. stubborn I know :2guns:
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Mapping
Posted: Tuesday, Jul. 16, 2002 04:22 am
Plugged in the code above and it works perfect.. Thanks for the tip!
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