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Apparent problem with helmet lightmaps


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So, me and BryanWee are collaborating to finish the RotS clone armors, and he converted the helmets from Jedi Academy model pack, just like Prime did his Stormtroopers and Clones. But... I've encountered an issue while testing models.

 

bugi.jpg

 

The textures work flawlessly. However, as seen here, lightmaps are screwed up. The textures are darkened for one, and secondly, you can see how much shadow is placed on the helmet when it's not illuminated (bottom right.) Overall blockiness of original model is clearly visible, and the middle helmet's lightmap is worse than the rest for some reason that I can't explain.

 

Any thoughts or tips are welcome.

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Like Bryan mentioned you'll need to have a look at the material in Max and Gmax.

 

Best to set the Diffuse to a mild grey or white.

I wouldn't set the self illum to full white, I think you might get glowing helmets then :lol:

 

Plus it looks like the helmets aren't smoothed anymore. Check the Mesh options, select all of the faces/polys and apply a number.

 

Its somewhere down below in the Editable Mesh modifier :p

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Apparently we hit what Quanon pointed out, but I'll post here to make sure. Now textures are too bright, and there is no shadowing at all. The smoothness has been resolved though. There's also comparsion with Prime's Ep2 helmet that has good lightning and shadows.

 

72705222.jpg

 

Also another little thing, the underside of the plaudron should mirror the texture on the top, but appears transparent.

 

62144878.jpg

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Hmm, it might be because I think Back face culling doesn't work with the exporter.

Never got a two sided flat plane working in one of my models.

 

However it could be I just missed something...

Because the game does use this on certain parts of models.

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The model looks good, though the skins looks fuzzy.

Certainly on the painted stripes and geom shapes.

 

Besides that nice job; though don't forget give credit to the originale modeler ;)

I know you got the permission to use it, but the Kotor modding community has a morale code :p

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I always give credit when it's due. Anywho, what we've got here is a compromise, these have no shading/lighting on them, but it was either that or the blocky bugged models as before. Apparently the models themselves are just too blocky to properly have shadows projected on them (and I'm not suprised since original author put speed over quality).

 

Anywho, these will be included in v1 of the mod. Maybe later there will be new helmets made from scratch, that will resolve shading issue.

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UPDATE: These are the final sets of models for the pack :D

getting the materials right and altering the skins was a b1tch.

used the cover caps modiefier and I kept on forgetting that the

materials keep reverting back to default. :lol:

last on the list would be the DC-15. ^_^

 

 

Show spoiler
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picture.php?albumid=430&pictureid=3997

 

picture.php?albumid=430&pictureid=3998

 

picture.php?albumid=430&pictureid=3999

 

picture.php?albumid=430&pictureid=4000

 

picture.php?albumid=430&pictureid=4001

 

picture.php?albumid=430&pictureid=4002

 

@quanon: dude i had to give a glowing effect to the default armor and

helmet cuz i was lazy to alter the materials again XD

 

@DK: bro after I send you the blaster and the rest along with custom icons

made of screenshots from my renderings in GMAX.. i'll have to get back

to my mod.

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I can't view the screenies in posts 11 and 14.

 

They are in a private album that only friends of Bryan can see. A tip, if you plan on posting WIP pics of stuff, make your album public. Either that, or upload them to another site (like yours, or a real image hoster)

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gimme a sec... must be cuz i put it on private

 

edit:

 

yo dudes.. I'm done with the custom icons and getting all the models in game.

All thats let is for DK to do the honors and settle the details of the equipment.

 

can't wait to see the outcome of the mod

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