Shots of a (converted) Racer Track + Tokamak physics

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federico
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Shots of a (converted) Racer Track + Tokamak physics

Post by federico »

I got working static mesh collision with Tokamak physics (but has to be optimized in different ways). Just to let you know that dev on physics in going on. I post some screens showing staticmesh collision on tokamak. The race track is the standard Racer (racer.nl) track converted importing all the DOF objects in the old ZModeler version and then exporting as 3ds (then milkshape...). The car is from GTA3.
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federico
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Post by federico »

......
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Post by GD1 »

sweet, that looks awesome for RF!
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Post by AndyCR »

wow, that looks incredible! :shock:
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Post by federico »

the demo (static_mesh_collision.zip) is here:
http://realitychess.altervista.org/physics/

Download RF073withPhysics7Jan2006.zip from http://realityfactory.altervista.org/download/index.php and patch it!

Remember that i made it in three hours (naturally none of the model is mine).

I wonder if we can have some more effect on actor skin. Specularity? glossiness? I see those effects before shaders. Or am I wrong?
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Post by GD1 »

specularity is easy to do. just copy the shiny parts of the model, shrink them down SLIGHTLY and apply a spheremap. then, make the decal texture on the original part of the mesh transparant. Mess with the transparancy/alpha until you get the right amount of shininess (e.g. the right amount of the speremapped geometry showing through.) also, alpha maps won't work with one solid color, you have to have at least one pixel in your 8-bit alpha map different from the rest before making it into a 32-bit .tga.
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Post by federico »

wow, really a shining texture is possible?
Really I didn't mind at all,nor I never saw it in RF. Can you make an example posted in the forum? actually I don't understand the method you are talking about. can you take the mini car in this demo and show me how to make shining effects? I really appreciate it :wink: .
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Post by ardentcrest »

great pics

Whan can we have a Demo
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Post by AndyCR »

federico wrote:the demo (static_mesh_collision.zip) is here:
http://realitychess.altervista.org/physics/

Download RF073withPhysics7Jan2006.zip from http://realityfactory.altervista.org/download/index.php and patch it!

Remember that i made it in three hours (naturally none of the model is mine).
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Post by Spyrewolf »

wow, really a shining texture is possible?
yeah GD1 has it right on the money, i think he even made a tute a wile back...

it's the same process used to create cell shading i think, where you double the mesh over it self, i've done this on the eyes of my characters to give them a specularity it works surprisingly well.... the down side is it adds poly's to the mesh..
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Post by federico »

ok, let's start from the beginning...
I saw in this forum a GD1's tut about glow effects using static esh and the process he's describing semms quite similar. Though there are ssome parts I don't understand.
just copy the shiny parts of the model, shrink them down SLIGHTLY and apply a spheremap. then, make the decal texture on the original part of the mesh transparant. Mess with the transparancy/alpha until you get the right amount of shininess
I didn't mind that alpha, spheremap commands in Miljkshape had some effect on RF actor. I always had a "flat" actor after the AStudio compile process. So do spheremap and alpha work on actor export?
also, alpha maps won't work with one solid color, you have to have at least one pixel in your 8-bit alpha map different from the rest before making it into a 32-bit .tga.
I didn't understand this part at all. Making a 32 bit alpha? why?
I pray Spyrewolf and GD1 to post an example actor.

EDIT:

Thi issue is related to this:
viewtopic.php?t=829&highlight=
...so, if you are meaning that must applied an enviromental mapping in RF, the problem is that the effect is applied only when the model is animated and not when the camera moves. So your method (duplicate the mesh and control the shining effect using the alpha of the bigger body) can be good to control the amount of shining effect. Or your method is different from this?
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Post by GD1 »

So your method (duplicate the mesh and control the shining effect using the alpha of the bigger body) can be good to control the amount of shining effect.
Exactly!

Sprewolf hit the nail right on the head. I actually got the idea from his cell-shading method so the credit should really go to him.

The commands in milkshape actually have nothing to do with it. It's basically just using RF's built in transparancy and spheremapping features. It's not too terribly hard to do, but I have been having trasnparency issues ever since we upgraded to 072. I'll try to fix up a car model with the shininess applied and post it later with a short tutorial.[/quote]
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Post by Spyrewolf »

ok, mini tute:

1. make a texture that will be used for the specularity:
a white blob with the transparent alpha behind it. (32 - tga) for example
this is to be used for a transparent actor. <- (you may need to find the transparency for actors tute) <- this will be for the shine on they car but allow the original texture to show through sort of a Spheremap overlay

2.to select the part of the mesh that you want to have specularity, i.e ( the body of the Car)

3. duplicate this part of the mesh and slightly expand the over the top of your old one.

4.assign the transparent texture to the new overlayed mesh and give it the SM0_ extension for sphere mapping

5.compile the actor.

Im not too sure if you followed that or not dude, it's just i can't compile actors at the moment.... hopefully GD1 and post a sample actor to give you some more insight :)
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Post by federico »

thanks guys. This you make understand how the thing works. I choose the spirewolf method. Scaling up the spheremapped geometry and then I contro the shining effect raising or lowering the alpha transpapency of the Tga in Photoshop. Naturally i had to ue tga2gebmp to make the actor show the correct tga texture.
Some shots:
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soft reflections on hotrod
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soft reflections on hotrod
soft reflections on hotrod
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Post by federico »

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hard reflection on mini
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