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Author Topic: Weekly progress report  (Read 127794 times)

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Stainless

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Re: Weekly progress report
« Reply #84 on: August 23, 2015, 08:19:15 AM »

Okay I've put up a new version of the test.zip file on my website.

I can see the textures, but they look all wrong.

Anybody willing to have a look for me?

http://stainlessbeer.weebly.com/downloads.html
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just champi

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Re: Weekly progress report
« Reply #85 on: August 25, 2015, 03:16:33 AM »

I've been passing a few days of my holidays with my relatives and came back yesterday. I've had this warning when trying to import CF_D0.fbx:
Quote
[WARNING] Invalid UV index table(s) - One or more objects define the UV mapping by POLYGON_VERTEX but the index table

   has less entries than the actual number of polygon vertices. The missing entries

   have been assigned an arbitrary value. Depending on the affected vertices, the resulting

   mapping may be corrupted. CF_D0

It seems that only one single standard material (CF_D0Mat) is assigned to the whole mesh instead of Multimaterial with several slots and support for different textures, like your last example.
CF_D0Mat doesn't point to any texture but specular and glossiness values seems corrected.
No texture shows in the mesh even when manually one is assigned in the material slot.
Most of the parts of the mesh can be selectable as elements but whole mesh have ID 1 assigned only.
That invalid index table may be the culprit for some of the above, probably.
Anyway, hope it helps.
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Stainless

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Re: Weekly progress report
« Reply #86 on: August 26, 2015, 02:44:11 AM »

Thanks, yes it helps.

I forgot to export the materials.

Going to add that tonight and re-test, little battered this morning.

It was the wrap party for our last game yesterday.

I can finally tell you what I have been working on for the last year.

Until Dawn.

Not the best of the reviews, but it has some videos.

http://uk.ign.com/articles/2015/08/24/until-dawn-review

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Stainless

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Re: Weekly progress report
« Reply #87 on: August 28, 2015, 06:16:39 AM »

First pass at lighting.

This is still my lowest quality renderer, designed to run on 10 year old machines with a five year old graphics card.


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SAS~Ghost129er

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Re: Weekly progress report
« Reply #88 on: August 28, 2015, 08:24:13 AM »

That.. Was beautiful.. :')
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Current activity: Giving his E46 330ci some TLC.

Stainless

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Re: Weekly progress report
« Reply #89 on: August 29, 2015, 01:52:19 AM »

Thank you.

However to me all I can see is the errors.  >:( 

This is the low quality renderer, so the shadow didn't move. There is no ambient occlusion. No self shadowing. etc.

But at least it's a start.

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Stainless

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Re: Weekly progress report
« Reply #90 on: August 29, 2015, 02:57:49 AM »

I have published the first pass at the effect editor here http://stainlessbeer.weebly.com/downloads.html

IT IS BY NO MEANS A WORKING TOOL

You can't even save the edited effect, but I need feedback.

I need to know how close I am. So I need you guys to help me.

I need you to load up some effects you know really well and see what they look like in the editor. Compare them to how they look in game and give me something to work with.

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Stainless

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Re: Weekly progress report
« Reply #91 on: August 29, 2015, 03:00:08 AM »

That invalid index table may be the culprit for some of the above, probably.
Anyway, hope it helps.


I have put up a new version in the same location.

This one uses a different UV mapping mode, and has all the materials in it.

However I still don't get any textures. I am really growing to hate FBX format, but it is so well supported I suppose I have to keep plodding along on it.
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Stainless

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Re: Weekly progress report
« Reply #92 on: September 03, 2015, 07:47:41 AM »

Had a brain wave and had to go back to airports

Still some issues to work out, but a hell of a lot better.



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Stainless

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Re: Weekly progress report
« Reply #93 on: September 04, 2015, 03:27:08 AM »

First pass at lights



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hello

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Re: Weekly progress report
« Reply #94 on: September 06, 2015, 02:14:20 AM »

Progress is good! Very nice.
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Stainless

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Re: Weekly progress report
« Reply #95 on: September 09, 2015, 03:10:05 AM »

Fixed a few bugs and looking ok.




Combining this with the apt.dat file gives radio frequencies, flight paths, runway signs, everything we need.....

However the same cannot be said for the terrain. This is a terrain file lifted from FlightGear I am using as test data. It is a really good size and located at real world locations making it easy to plug into a world, but the detail is awful.



I think I am going to have to junk this line of thought and use IL2 maps.


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