Author Topic: old ent-A bridge  (Read 20104 times)

Offline Bones

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Re: old ent-A bridge
« Reply #140 on: March 17, 2010, 12:25:49 PM »
I thought only EF2 crew modifications are forbidden the rest of 3DE stuff is permission/credit only, no restrictions from what I remember, also it's polite to post original readme from what you've used in your mod.

when I recover from drooling I'll give ya cookie, just wait few minutes  :D

Offline ACES_HIGH

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Re: old ent-A bridge
« Reply #141 on: March 17, 2010, 02:38:50 PM »
you might want to PM Mark or one of the other 3E people at the Excalibur forum

Offline Kirk

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Re: old ent-A bridge
« Reply #142 on: March 17, 2010, 05:10:30 PM »
All you'd really need to do is list the Generations Galaxy bridge as a requirement and not include the animations in your package.

Offline JimmyB76

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Re: old ent-A bridge
« Reply #143 on: March 17, 2010, 05:43:25 PM »
good point...

Offline baz1701

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Re: old ent-A bridge
« Reply #144 on: March 17, 2010, 07:14:57 PM »
like your thinking kirk cookie.

After all I have not packaged then into the bridge.

If 3rd era are cool with people using there stuff for a credit then they will have it.
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Offline baz1701

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Re: old ent-A bridge
« Reply #145 on: March 18, 2010, 04:49:45 AM »
Having troble baking the textures.

I follow the instructions to baked texture and it renders one (though it looks a mess).

The problem is can some give clear instructions on how to apply them without screwing the already applied texture?
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Offline Lurok91

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Re: old ent-A bridge
« Reply #146 on: March 18, 2010, 10:22:32 AM »
Are you baking the textures in later Max or 3?  I'm using 2009 and then exporting via BFF to 3.  I got the results I did in Rotarran through trial and error and bit of web research.  It can be a bit complicated, involving lots of UWV mapping, and depends on bridge lighting (how much, how accurate, etc)  but the Rotarran's a b**** of a bridge to lightmap  lol.   I think yours might be easier (famous last words).   Let me know if you want me to post method here (maybe other bridge modders could use) or PM you.   :)

Offline baz1701

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Re: old ent-A bridge
« Reply #147 on: March 18, 2010, 11:47:10 AM »
I'm using max 9 to light map it.

I have used over 30 omni lights to get it to the level I want it.

Rendered to textureand made a texture.

it is the applying I'm having trouble. I only have 1 free slot left in the matiral editor I assigned the texture to diffuesd using channel 2 and applied it to the model and there everything went south.

The uv is destroyed and the object is covered by the shadow map only.
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Offline JimmyB76

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Re: old ent-A bridge
« Reply #148 on: March 18, 2010, 12:17:47 PM »
i have some notes scribbled down in a notebook, from a few years ago when Sean and Mark explained the whole lightmapping process to me step by step in Max 9; ill try and find it later...  if i do find it, i hope it will make sense to people that know a little more than me about the program lol

Offline baz1701

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Re: old ent-A bridge
« Reply #149 on: March 18, 2010, 12:24:40 PM »
Jimmy that would be great if you could.
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Offline Lurok91

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Re: old ent-A bridge
« Reply #150 on: March 18, 2010, 12:41:26 PM »
This in a nutshell is what I did (can elaborate further if you need): 
1) assume start with untextured model: open up material editor (all those lovely gray balls!), click on diffuse, point to bitmap (I use bmps) and you have texture (automatically on channel 1).  Then just add to model.   If doesn't quite fit (irregular object) that's when need to uvw map.  Assume all light and textured from this point on.
2) Baking - open up render to texture. Scroll down and make diffuse map (tga),  output to source.  I now have rendered tga in place of my original bmp. 
3) Lightmap - with my material open in editor and relevant bit of model of selected, open render to texture again. This time, under mapping coordinates, make sure it's 'use automatic unwrap', channel .  Under Output, hit add and select either shadowmap or lightmap. Under Selected Common Element settings, make sure target map slot is self-illumation (channel 2).   When you hit render, you should end up with a nice lightmap tga in your texture foldeer  but which is automatically added to your original diffuse texture material ball but on channel 2 (self-illum).   

Re: free slots in material editor, assume you mean no gray balls ? (lol)   Anything you've done should be stored in library, so just turn any of your existing material balls you don't want to use back into standard gray.  You can recall library maps back up anytime. 

Offline JimmyB76

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Re: old ent-A bridge
« Reply #151 on: March 18, 2010, 03:24:08 PM »
actually, without seeing the notes right now - that sounds about right...  it just has to be done to every texture i think (not sure offhand) - but ill try and find the notes later on :)

Offline baz1701

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Re: old ent-A bridge
« Reply #152 on: March 19, 2010, 04:28:59 PM »
OK  here I have no lights just light maps
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Offline baz1701

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Re: old ent-A bridge
« Reply #153 on: March 20, 2010, 08:30:09 AM »
first export did not go well
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Offline Villain

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Re: old ent-A bridge
« Reply #154 on: March 20, 2010, 09:04:19 AM »
Something is better than nothing! Aside from the obvious hiccups, it looks like it'll be quite fun to play around with when its done.


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Offline JimmyB76

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Re: old ent-A bridge
« Reply #155 on: March 20, 2010, 10:22:09 AM »
lol i say release it like that :P

Offline Bones

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Re: old ent-A bridge
« Reply #156 on: March 20, 2010, 01:02:33 PM »
Look at the bright side... at least viewscreen is working :P

Offline Joshmaul

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Re: old ent-A bridge
« Reply #157 on: March 20, 2010, 08:06:03 PM »
Look at the bright side... at least viewscreen is working :P

Just in time for the ship to have a complete reality failure, right? :P
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Offline baz1701

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Re: old ent-A bridge
« Reply #158 on: March 21, 2010, 09:06:01 AM »
second export went better though the animated textures are not showing. The are set up as ILF's

Any ideas.

Note I know the crew placement is off that I will fix after the model is right
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Offline Lurok91

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Re: old ent-A bridge
« Reply #159 on: March 21, 2010, 09:17:59 AM »
Hi Baz. I followed Amaral's ilf instructions and got anim lcars to work.  I used the second method (made my lcar sequence and ilf text doc) then in material editor called up original LCAR texture, clicked on the original ch 1 diffuse map, then changed the bitmap tga to the ilf document. Then scrolled down to the Time button and changed timings as per Amaral's instructions, and re-xported model.   Hope that helps.   :)