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Post by mro on Oct 23, 2009 9:41:40 GMT -8
right, if it works! well what I mean about loader is just a test: in fact if you don't have the link to vc2 exe, for example, you see that starts the real editor 3 loader: it's grey with a picture of pteroeditor3: forget it, of course then the editor doesn't work because uncorrect link.. it was just my doubt, now clear because you confirm that you see the vc2 orange loader. if you should have seen the grey loader (the real one of the ptero3 editor) meaning was that there is a way to start directly the editor without the explained link
I check and confirm how is mine
another two questions, editing in 3dsMax a terrain: I have 2 questions, I'm working on a VC1 terrain changing to VC2: 1) the invisible walls, pteromat X_nothing: the walls that you have around to close players inside the terrain: pteromaterial X_, then what I select as properties? none_opaque, or transparent 1bit alfa, or which transparency? and which texture in ground_diffuse1? nothing or should I put an empty texture? 2) the sectors and portals which I have from VC1: I guess they are not necessary in VC2 (graphic portals): should I cancel them? I have 2 graphic portals 300 mt fade out, but since I enlarged the terrain now I see them as black walls inside the scene, walking around. Should I change.. what?
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Post by mro on Oct 24, 2009 8:10:37 GMT -8
so you mean that you have two VC2 folders: one is for the program, and you run it to play VC2, the other is an identical copy of ALL folders, which you put in VC2Editor folder, in C: directory OUTSIDE from VC2 instalation.. right? this is what it seems from your pictures: one shows the folders in your program directory, and see clearly that you have VC2Editor out of VC2 dir, in other it seems what is inside your VC2Editor, and see all folders of VC2 in it too. This means that you have several giga in double set of VC2 folders.. did I understood well?
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Oct 24, 2009 10:27:43 GMT -8
Yes, thats the most easy for me...And i don't have anything else really to fill up 500GB so i have a lot of space..This also make me able to mod the game without ruin the gameplay for the "Clean Version" But it works and then its god enough for me EDIT: Regarding your question, Properties: Don't know what its for? The only thing you should do is Pteromaterial - Diffuse#1 Ground: Select you texture - Select Collision Material (Depends on what its for in Czech) Thats the only thing you should, unless its water thats another story...
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Post by mro on Oct 24, 2009 13:10:08 GMT -8
No, how to use materials is very simple, thankyou. What I mean isn't the normal object. Need to understand how to make: 1) the graphic portals: material and eventual texture 2) the transparent walls that "close" the terrain: pteromaterial is "X_nothing", but don't know if properties are "None_opaque" or "Transparent 01bi alfa", or.., and if necessary an "empty alfa1 texture" or nothing
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Post by Chavez on Oct 25, 2009 12:43:22 GMT -8
treat it as a glass texture, one that is very very transparent. The collision for this material should be left as it is. If you try to change this, it may lead to further problems...
-Rick
Personally, i would delete all of those, if that doesnt give errors...Then use the kolizpomokna from the editor to make the 4 new perimeter collision walls....
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Post by mro on Oct 27, 2009 16:57:10 GMT -8
thank You.. I took two weeks to make a great terrain for vc2 modified and improved from medic_patrol, but a lot of time was to make these coll walls workable.. they sometimes work, but same in other cases not
another question: is it really necessary to transform all obj in editable mesh (OK) and then rebuild Xform (transformation) before exporting in bes? it is written in tutorial of engine II: but if you rebuild transformation or not the terrain or other bes wors well in any case
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Oct 27, 2009 22:07:58 GMT -8
No its not needed but if you got several pieces of your terrain they should be attached togheter Looking forward to your map
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Post by mro on Nov 2, 2009 14:47:41 GMT -8
I go back to the point: structure (a couple of posts ago):
this is in readme of VC2Editor release from Indiglow: " INSTALLATION ============ Unzip the contents of this file into your VC2 directory which will create/add too the following folders:
...\Vietcong2\ini ...\Vietcong2\Dev ...\Vietcong2\VC2Editor
..."
From my understanding it means that should be three separated folders in VC2 main dir, and not all inside VC2Editor folder: that's why I made the installation in this way.. but since it doesn't work with 3dsMax my solution was to double INI and put it inside and outside, as explained.. however it's strange since I'm not using the "Levels" folder which is (empty) inside VC2Editor, and created one outside (I created earlier, because some Maps need the "Level" folder too, and using that for VC2Editor, like in VC1). I see that everyone has a different solution, like to double all the software, one for gameplay and other for editor.. think that finally we must understand "which is the installation properly made".
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Nov 17, 2009 7:18:10 GMT -8
Hello, i've been searching for a way to make shaders....because i'm and idiot to 3Ds Max.. So, i just wanna know how to make shaders...
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Post by mro on Dec 28, 2009 17:50:28 GMT -8
I'M IMPROVING MY DShK MOUNTED WEAPON.. NOW TALKING ABOUT THE QUADRUPLE MOUNTED ANTI AIRCRAFT I ADDED A SPOT LIGHT LIKE THE REAL AA HMG: IT'S A LIGHT POINTED TO AIR AND MOVING WITH THE GUNS.. VERY GOOD IMPACT BUT I'M TRYING MY BEST TO ADD ALSO LIGHT EFFECT TO THIS SPOT: CANNOT USE THE EDITOR LIGHT BECAUSE IT CANNOT BE LINKED TO MWP MOVEMENT.. IF YOU JUST CREATE A LIGHT IN EDITOR THIS LIGHT OF COURSE DOESN'T MOVE WITH GUNS OR TOWER IT MUST BE DONE IN 3DS MAX, AND LINKED TO OBJECT.. SO IT FOLLOWS THE SPOT MOVEMENT NO WAY TO APPLY THE 3DS MAX LIGHTING EFFECTS.. MUST BE WITH PTERO TOOLS IN 3DS MAX DOES ANYONE KNOW THE WAY?
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Post by Chavez on Dec 28, 2009 19:22:34 GMT -8
I'M IMPROVING MY DShK MOUNTED WEAPON.. NOW TALKING ABOUT THE QUADRUPLE MOUNTED ANTI AIRCRAFT I ADDED A SPOT LIGHT LIKE THE REAL AA HMG: IT'S A LIGHT POINTED TO AIR AND MOVING WITH THE GUNS.. VERY GOOD IMPACT BUT I'M TRYING MY BEST TO ADD ALSO LIGHT EFFECT TO THIS SPOT: CANNOT USE THE EDITOR LIGHT BECAUSE IT CANNOT BE LINKED TO MWP MOVEMENT.. IF YOU JUST CREATE A LIGHT IN EDITOR THIS LIGHT OF COURSE DOESN'T MOVE WITH GUNS OR TOWER IT MUST BE DONE IN 3DS MAX, AND LINKED TO OBJECT.. SO IT FOLLOWS THE SPOT MOVEMENT NO WAY TO APPLY THE 3DS MAX LIGHTING EFFECTS.. MUST BE WITH PTERO TOOLS IN 3DS MAX DOES ANYONE KNOW THE WAY? Quite a while ago i made a snake utilizing the "wobble effect"...i imagine of you make a tall box coming off the AA gun and apply a wobble to this long box...you can place the light image at the end of the box...utilizing the double sided check box in the material editor of 3dsmax. On the other four sides of the box would have to be transparent...using a glass texture. This texture can also be modified so that it appears like a light texture as well...i hope you understand what i am saying. Jimmy, from pterodon forums made a tutorial on applying a wobble effect, if you cannot locate his tutorial i may have it somewhere in my external hard drive (and i can send you this tutorial via email.) -Rick (Chavez_US)
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ando
Sergeant
Posts: 31
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Post by ando on Dec 29, 2009 7:05:15 GMT -8
CANNOT USE THE EDITOR LIGHT BECAUSE IT CANNOT BE LINKED TO MWP MOVEMENT.. Yes, you can't link it but you can create a script what is transforming it with every frame. And then must create a MP synchronization to that light too. You can create a light with script too but then you cant transform it. But you can create light what exist example one second and then create it again to newer position. (maybe its visually not good idea)
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Post by mro on Jan 1, 2010 10:52:26 GMT -8
I also used the wobble: made (all will be transferred to VET in these days) some flags moving with wind.. but to use wobble for light.. must test Good idea to make a script: Ando please, when I send you the finalized MWP's (single and double DShK) please add this script.. so comes in partnership: Mauro-Ando-Rick Right?
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Post by Chavez on Jan 3, 2010 8:22:18 GMT -8
I also used the wobble: made (all will be transferred to VET in these days) some flags moving with wind.. but to use wobble for light.. must test It's just applying a two-sided (bright light texture) texture at the top end of the box, and the four sides of the box is two-sided transparent texture (glass)...then attach this box to your object and make the wooble from the base of the box (where it attaches to your object)...the top end of the box should rotate on the x and y coordinates in either a (circular, side-to-side, or figure of eigth) pattern. Now this is ONLY used for light which shines into the sky...NOT for light which will illuminate objects or people. Heck i would have loved to get the trip-flares working on ALL clients a 4 years ago. I had made a night mission map for coop utilizing trip-flares. Looked good on the host server side, but on the other players computers...all they saw was a flare that stayed lit on the ground eventually burning out. Couldnt figure out how to synchronize lighting on all clients. Hopefully someday i will learn to do this in my programming endeavors. ...so comes in partnership: Mauro-Ando-Rick Right? Absolutely, i will try to help...but, as a note, these college classes are definately occupying my time (reading numerous pages of programming code and code practices)...and i am spending a fortune on the costs associated with attaining my degree in game programming. So i must focus most on college than anything else at the moment... Which also means i should be helpeing figure out code more , because i am sure that once i finish my degree, i will be hired to debug game code first... -Rick (Chavez_US)
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