Outerra forum
Anteworld - Outerra Game => Modding: Importer, Tools & Utilities => Topic started by: zzz on February 06, 2014, 06:31:05 pm
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I want to test my model by giving it the mig29 js and jsbsim files. Seems to accept the js file ok but not matter what I put in the import field it can't find the jsbsim file. What's the format for it?
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Just copy the folders from the MiG package (aircraft and engine) and in to your objdef copy both the "physics" : "jsbsim/mig29" and "fdm_root_dir" : "./"
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Thanks.
(http://s16.postimg.org/rys3tvv7p/Untitled.png)
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Oh may ... another colossal planet destroyer ! OT will soon have more credible UFO sightings than the Blue Book ewer really investigated. ;D (looks pretty neat - nice work there)
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Further question: does Outerra support normal maps? They show up in 3dsmax but not in Outerra.
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yeah it does
check the wiki and materials and material database there is also example for download there to show matlib settings and save as defines for .dds
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Thanks. Ran into an issue though.
This is my model with no normal maps.
(http://s13.postimg.org/uzvx78zqf/image.jpg)
This is it with normal maps
(http://s16.postimg.org/flmxtsolh/image.jpg)
This is how it appears in Outerra.
(http://s11.postimg.org/463rjkcg3/image.jpg)
And zooming in there's still no normal mapping under the darkness.
This is the matlib def
{
"name" : "_as1_t1default",
"diffuse" : "185,185,185,255",
"Ax" : "150",
"Ay" : "7",
"m" : "127",
"no_light" : false,
"alpha_masked" : false,
"tex_diffuse" : "1_as1_t1_d.dds",
"tex_normal" : "as1_t1_n.dds",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
}
I take it it'd also be more efficient to remove normal mapping entirely from 3dsmax and add it via the matlib file?
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well the matlib is like the .mtl file so it has to be seperate files i believe Max will have its own equivalent
not sure what it is but all engines will have a material file to define the different maps , the model itself wont normally hold seperate layers as far as im aware only a diffuse and material define
best way is check wiki the explain best macro numbers to go with different textures I.E
Diffuse only
Diffuse and Normal
check it out it helped me decide the AX,AY and M numbers to get best effect
you will probably need an enironemnt map to get better lighting also but here is cessna matlib refference to look at
{
"name" : "Cessna_EXT",
"diffuse" : "1.0,1.0,1.0,1.0",
"Ax" : "0.04",
"Ay" : "0.04",
"m" : "0.14",
"tex_diffuse" : "Cessna_EXT.dds",
"tex_normal" : "Cessna_EXT_norm.dds",
"tex_env" : "Cessna_EXT_rg.dds",
"tex_reflectance" : "",
"tex_opacity" : ""
},
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Settings don't seem to affect it. I think it's because of the colour. Mine are green whilst others are sort of lilac. I tried replacing it with a map from the naboo fighter and whilst I couldn't see any bump mapping my model wasn't dark either. I disabled the green and red channels for mine but it made little difference.
I did get the specular maps working though.
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when you save the normal map as a .DDS are you giving it correct format of
tex_normal path to normal texture>>>> (format BC5/3dc2/ATI2)<<<<
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{
"name" : "_as1_t1default",
"diffuse" : "185,185,185,255",
"Ax" : "150",
"Ay" : "7",
"m" : "127",
"no_light" : false,
"alpha_masked" : false,
"tex_diffuse" : "1_as1_t1_d.dds",
"tex_normal" : "as1_t1_n.dds",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
}
The main problem is Ax parameter it should be around 0.04...
The diffuse should be 255,255,255,255 or 1.0,1.0,1.0,1.0...
Btw if you are creating dds texture in nvidia texture tools it's important to use parameters -normal -bc5 otherwise mipmaps won't be computed correctly.
I take it it'd also be more efficient to remove normal mapping entirely from 3dsmax and add it via the matlib file?
You can define whole material in the matlib file. In the MAX create a material with proper name and attach it to the mesh. You don't have to set any material parameter in the MAX.
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Thanks everyone. Once I set it up its flight properties I'll try and release it asap.
(http://s13.postimg.org/ujzkao5qv/Untitled3.png)
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Beautiful. How does she fly?
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Oh man that is one superbly textured ship. It looks awesome.