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Re: OK what did I do wrong, my dice wont export

Posted: Sat May 01, 2010 7:55 pm
by andylegate
Meh.....

I mean it is cool looking, but I didn't make it. Genetica did. :D

It's one of their stock textures under Marble. I just threw in the numbers with Gimpshop. To make it look really good, I should have burned or beveled the numbers in like you find on dice. But I was in a hurry.

Re: OK what did I do wrong, my dice wont export

Posted: Sat May 01, 2010 8:32 pm
by Karkadann
OMG my brain hurts from all this technical stuff, sometimes I think I should have stuck with Welding and being a grease monkey. any way Im gonna try to figure out a game for two to five players with gold silver and regular cones to bet with. Kinda like 21 with dice. I got the cones and the dice finished (I think), the texture still need some work. I'll mess around with them in photoshop and see if they look any better then the one I left on the first page, ill hafta switch them later on. I have not tried the method Andy suggested yet but it looks interesting.

TTFN

Oh and thanks for the help

Re: OK what did I do wrong, my dice wont export

Posted: Sun May 02, 2010 7:15 am
by Jojon
andylegate wrote:...
To make it look really good, I should have burned or beveled the numbers in like you find on dice. But I was in a hurry.


Sorry about sidetracking, but on that note: have any of you S4M & .max -ers tried normal maps and got them working? If so - any clue as to what the trick is? :)

Re: OK what did I do wrong, my dice wont export

Posted: Sun May 02, 2010 12:21 pm
by TheMagician
The Plasma Engine doesn't support normal maps.

Re: OK what did I do wrong, my dice wont export

Posted: Sun May 02, 2010 12:31 pm
by Nadnerb
Yes it does.

(for proof, plasma materials have a bunch of flags which are obviously related to normal mapping, and in Eder Kemo, Cyan actually used normal maps in several places, including the walkway surface material, and the railing material. It's hard to notice ingame, since the only time the lighting changes is when there's a flash of lightning, but it's there, and quite obvious, if you look in the prp. The reason they haven't been implemented in PyPRP is no one was really clear on how it was supposed to work, as it requires several dedicated layers, and there are a bunch of lookup textures required.)

Re: OK what did I do wrong, my dice wont export

Posted: Sun May 02, 2010 1:30 pm
by rustee
Asteroids in Todelmer are made with use of normal maps, I believe.

Re: OK what did I do wrong, my dice wont export

Posted: Tue May 04, 2010 12:58 pm
by Jojon
Well, it is *one* tiny Look-Up-Table image, with a few colour gradients, which is used three times; once for each DOT3 component (R, G and B, translating to nx, ny and nz, respectively (signed)).
I am one of those who tried and failed setting one up using Plasmashop (...and mine is the weakest of the minds that failed. :). I could swear I had it set up exactly as in Kemo, but no luck - there was SOME effect, but not quite what you would expect... :7

Re: OK what did I do wrong, my dice wont export

Posted: Tue May 04, 2010 1:21 pm
by andylegate
Wait.......


I feel like Chicken Little from the movie:

"What are we talking about?"

Re: OK what did I do wrong, my dice wont export

Posted: Tue May 04, 2010 2:21 pm
by Jojon
Ah, terribly sorry, Andy, I am afraid i went off on a bit of a tangent, there. :P

When you mentioned drawing the numbers in the texture, with a bevelled look, I took the opportunity to open up the old can of normalmaps, which *are*, apparently, supported by Plasma. Normal- or bump maps are exactly what we might want for a situation like this, rather than drawing the shading, which is my excuse for the segway. :P

I figured, now that the max plugin is released, maybe somebody had tried using the things, with it and wondered whether that had garnered any success. :)

Re: OK what did I do wrong, my dice wont export

Posted: Tue May 04, 2010 2:30 pm
by andylegate
Ah!

The Plugin Docs actually tell you how to use Bump Mapping. I've not done anything with it yet, but it goes into it quite a bit.