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Re: looking for a 3d moder

Posted: Fri Jul 26, 2013 3:18 pm
by bongobeat
:shock: Nice!!!

Re: looking for a 3d moder

Posted: Sat Jul 27, 2013 8:53 am
by Ryeath_Greystalk
I've been playing with my model a bit.

First I tried to paint my own texture using paint.net. It came out pretty horrible.
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When that came out really bad I went to paint.net forums and figured out no one paints stuff pixel by pixel. It would seem the way to do it is use the different effects and adjustments. So I went back to paint.net and tried again. The second result is better but it is really shiny and reflects way too much light.
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Oh well, back to the learning curve for me.

note: using a new photo hosting site since my antivirus is not liking photo bucket lately. Hope the links work.

Re: looking for a 3d moder

Posted: Sat Jul 27, 2013 12:56 pm
by germanny
Ryeath_Greystalk wrote:The second result is better but it is really shiny and reflects way too much light.
That is why you have to define a specular map. Basic specular map uses the grey tones to define specularity.
Simply copy your colormap, convert to greyscale and adjust brightness (darker!)
Black= no spec White= full spec
You may select areas here and adjust only specific tiles or paint on it.

In Blender, make a new texture under the colormap, in the global material settings slide specular intensity to 0.
So only the spec information from the specular texture is effective.
At the specular texture settings -> influence, specular:
Check these two: Intensity and hardness
Then adjust that sliders for your best setting.
And check 'RGB to intensity'

Re: looking for a 3d moder

Posted: Sat Jul 27, 2013 2:51 pm
by germanny
OK, i upload the Lasergun model to Grimrock Nexus.

http://grimrock.nexusmods.com/mods/283/

Feel free to modify or make better textures.
My textures are not perfect, only a quickshot - but usable.
Texture format is 1024x1024px

Re: looking for a 3d moder

Posted: Sat Jul 27, 2013 7:00 pm
by Ryeath_Greystalk
Thanks for the help germanny.

I did the spec map as you suggested and it really toned down the reflection. Then I played around with the GMT and managed to get it in game with my own texture which is the first time I've been able to do that. I've only got the stock textures in so far.

Here it is in game, defined as a decoration for now.
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Re: looking for a 3d moder

Posted: Sat Jul 27, 2013 7:20 pm
by msyblade
you can use GMT to translate it, and lay it on its side perhaps at an angle so it is not standing unnaturally perfect upright :)

Re: looking for a 3d moder

Posted: Sat Jul 27, 2013 7:48 pm
by germanny
Fine! A big step at beginning.
Create a model is complicated and needs practice, and make good textures is even more complicated.
Both items can eat a great amount of time ;)
For me the most time is used by texture making.

Re: looking for a 3d moder

Posted: Sun Jul 28, 2013 1:36 am
by JohnWordsworth
Hey BongoBeat, inspired by the great work I'm seeing on the plasma gun, I thought I would send you a draft of the rocket launcher. I'm not 100% happy with it yet, but feel free to use it in your mod in it's current state and then upgrade if/when I finish it!
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Rocket Launcher Draft 01 - Dungeon

The linked download contains a tiny dungeon with two rocket launchers in it and some skeletons. The rocket launchers currently have 6 shots, shoots fireballs, do loads of damage but have a very slow cool down. There is no way to reload them in this version, as I just whacked the sample scripts together to show how you might use the model in game. All of the stuff for the rocket launcher is in the 'rocketlauncher' sub directory in the dungeon, so you can just copy and paste that folder into your dungeon and import "mod_assets/rocketlauncher/rocketlauncher.lua" from your mod's init script and you're good to go.

Re: looking for a 3d moder

Posted: Sun Jul 28, 2013 5:34 am
by msyblade
Good stuff Wordsy!
I like that you gave it example functionality to work from :) Great work!

Re: looking for a 3d moder

Posted: Sun Jul 28, 2013 6:06 am
by Ryeath_Greystalk
msyblade wrote:you can use GMT to translate it, and lay it on its side perhaps at an angle so it is not standing unnaturally perfect upright :)

I contemplated doing that but just wanted to concentrate on getting it into the game first. My first attempt I had the scale all wrong and it came out about the size of a pistol. Had to go back in GMT and make it bigger.

edit: Nice job on the launcher Mr Wordsworth