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Gattling cannon
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed May 08, 2013 11:25 am    Post subject:  Gattling cannon
Subject description: I should name it "a newbie's playground"
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after asking Creator, this gattling cannon model is not in contra007 thus useable.



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Last edited by kenosis on Fri May 10, 2013 3:57 pm; edited 5 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 08, 2013 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

winrar says: "damaged or unknown rar format"
total commander: "error in packed file gattlingSHP.rar"
7Zip: can open it but shows no compression ratio for gattlingmk.shp and gattlingtur.shp

I suggest you take a working packing program and create the archives again. Best would be zip, as everyone has this.


concerning the SHPs:
-they need better lighting (there is no selfshadowing; all sides have the same brightness; the white colors are way too bright)
-there are random pixel in the turret anim. Don't cut out the turret from the base afterwards, but render the turret-only in the first place
-it needs damage frames

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed May 08, 2013 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I used the RA2 script for MAX,what should I do to adjust the lighting?

edit:Ahhhhhh! I forgot to use "add contrast FX"

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Last edited by kenosis on Wed May 08, 2013 12:07 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 08, 2013 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. it needs a directlight: a light with parallel light beams. This needs to be placed in southwest (-500x,-500y,1000z) and point to the center (0x,0y,0z) (thus points northeast)
This directlight needs to cast shadows, best shadowmap as this is nicely fast and accurate enough for SHPs

2. the current ambient light source which illuminates everything needs the intensity reduced to about 25%. 75% intensity for the direct light.

as an alternative, you can download my foundation examples which were done for TS, but the lighting works for RA2 too.

You can also create a cube as a test object and then adjust the lighting to match as good as possible this example

Top brightest
southwest wall 2. brightest
southeast wall darkest
In your case you surely don't see any difference between the sides, as they are all illuminated the same.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed May 08, 2013 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

after trying some lighting parameters I made the box look bettert.......
Is this render usable?

ps:the script by gamemate will create fill lights that  illuminate all directions



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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed May 08, 2013 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice stuff. But still, why u no use png?

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed May 08, 2013 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

PNG for render output.
jpg is simply a screenshot.
I didn't test the tower but asked @cjy4312 to do it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 08, 2013 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

much better. Smile

Though imo is the difference between the bright top and shadowed SE too strong. The top could be slightly darker and the shadowed SE slightly brighter. This should also make it fit better with the RA2 lighting.

The bright blue remap ring around the top of the base also looks strange. Why is it so much brighter in the shadowed area than the other texture?
It almost looks like it is a self-illuminating texture.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed May 08, 2013 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

nah, the original dds map has almost no remap so.....

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu May 09, 2013 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I redid the first one.....with better lighting



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 09, 2013 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

much better

but for my taste are the textures way too bright. especially the white and bright red remap

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu May 09, 2013 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks still too bright in game.........
perhaps I should modify the texture and ....OH! I forgot to use the contrast FX!

ps: please move this thread out of FINISHED SHP

I will redo it agian until it is satisfactory.



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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Thu May 09, 2013 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

If its Soviet cannon. Give it contrast as it looks better, IMO.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 09, 2013 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

additional contrast looks unnatural and bad.
you can optimize so much by changing the lighting and it also looks like you don't use catmull rom for antialiasing, since your textures look very washed out/blurred.

as for the lighting, play around with the settings. Though the test box looks ok, so it's more a problem of false set textures.

to raise contrast on textures, add bumpmaps and some better lighting settings. give it reflections, higher specular level and set the glossiness to match the material (stone with low glossiness value, metal with high glossiness level)
you can also raise the rgb output on a texture to raise contrast. Though in this case it will still follow the correct lighting and don't cause bright borders in shadowed areas like in your after effect.

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tomsons26lv
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Joined: 30 Dec 2009
Location: Latvia

PostPosted: Thu May 09, 2013 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
additional contrast looks unnatural and bad.
you can optimize so much by changing the lighting and it also looks like you don't use catmull rom for antialiasing, since your textures look very washed out/blurred.

as for the lighting, play around with the settings. Though the test box looks ok, so it's more a problem of false set textures.

to raise contrast on textures, add bumpmaps and some better lighting settings. give it reflections, higher specular level and set the glossiness to match the material (stone with low glossiness value, metal with high glossiness level)
you can also raise the rgb output on a texture to raise contrast. Though in this case it will still follow the correct lighting and don't cause bright borders in shadowed areas like in your after effect.

Those are the original(or based on original) Gen textures they are pretty over brightened themselves as well, changing the camera angle does helps a bit, try to make the textures darker.
Deleting all the lights except ShadowCaster and Filllight0 i ended up with this(the brightness remains pretty much same after the textures are enabled)



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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri May 10, 2013 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I modified the texture with photoshop, in the center is the newest,on the right is the old contrast FX one



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 10, 2013 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

better

but why does the small box with the nuke sign have these unrealistic bright edges?
The white on the left barrel also still stands out too much.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri May 10, 2013 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

texture modified again.
Original Generals texture looks blurry when I enable  antialiasing, if I disable it then around the box will be bright edges

way too dark....editing texture

how about the 4th?



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 10, 2013 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

are you sure you use catmull rom? Your antialiasing looks horrible blurred.

Why do you darkened every texture? Only the white needs to be darker.

btw, you can also render it in a bigger resolution to see more errors. If you render the building so it fills 300x300 pixel you should be also able to find out why the edges are that bright. I assume the texture is not exactly going to the edges, so there is a bright thin space left untextured.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri May 10, 2013 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the original texture will not fit in RA2 world like the first no contrast version so darkened all.
Perhaps that look better?



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 10, 2013 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh, it's the texture itself having bright borders for the box.

That remap looks ugly. I suggest using a new red texture (e.g. noise map) which also follows correct the lighting. The current remap is ugly due to plain full brightness red.

While you're at it, you should also use purple instead of red for the remap areas and create a custom unittem.pal with a purple remap range that you use for the conversion only. Then the red nuke sign and other red non-remap details aren't converted into remap.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri May 10, 2013 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

It still cannot be called "finished".
I have to process it a bit more.........



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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri May 10, 2013 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

FIHISHED!
Very Happy  Very Happy  Very Happy  Very Happy  Very Happy
ps: please ignore the laser and incorrect height coding



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 10, 2013 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

that pure bright remap completely ignoring the lighting still looks ugly and wrong.

I also wouldn't have made the texture on the base that strong. It looks like wood now. The base was better looking in this version as it looked more like concrete.

But the rest looks already much better. good job.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri May 10, 2013 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not satisfying.
So another remake is ahead of me!

need some exact tips on how to make the remap affected by lighting..........
I know throwing a pure color texture there is wrong but my knowledge is limited to just drag and drop texture files to the model.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 10, 2013 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

in 3ds max
-press "m" to open material browser
-select an unused material
-click on diffuse map
-select noise map
-set noise map lower and higher color values to some purples (create new unittem.pal for conversion as mentioned before)
-play a bit with the noise map settings so the details are visible

apply the noise map on the remap areas

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