Search found 713 matches
- Mon Nov 07, 2016 9:15 am
- Forum: Modding
- Topic: [Character] Genji from Overwatch
- Replies: 9
- Views: 6071
Re: [Character] Genji from Overwatch
oh yes. my fault
- Sun Nov 06, 2016 4:39 am
- Forum: Modding
- Topic: [Character] Genji from Overwatch
- Replies: 9
- Views: 6071
Re: [Character] Genji from Overwatch
i had to search how to dowload it as a zip for a while....
getting this error when i try to load the character the weapons work fine though
i couldnt make it sheathe either, idk what the problem is there...
getting this error when i try to load the character the weapons work fine though
i couldnt make it sheathe either, idk what the problem is there...
- Mon Oct 24, 2016 4:29 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: So this is unplayable..
- Replies: 3
- Views: 1333
Re: So this is unplayable..
i have to say it runs butter smooth on my pc with 55-115fps
with gtx950 2gb & 8gb ram, core i5-6500
everything exept anti-aliasing on maximum settings
with gtx950 2gb & 8gb ram, core i5-6500
everything exept anti-aliasing on maximum settings
- Mon Oct 24, 2016 10:35 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Rigs, and textures.
- Replies: 20
- Views: 4420
Re: Rigs, and textures.
na its just the texture on the mesh. they are not modeled in
- Sun Oct 23, 2016 5:40 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Rigs, and textures.
- Replies: 20
- Views: 4420
Re: Rigs, and textures.
ah the one on the left is the palette map (male_cat_m), the one on the bottom is the color map (male_cat_c) it shouldnt make a difference if you put the nodes in a texture and then use the texture in your material. im mostly using material nodes. i think there are differences in what nodes are aviab...
- Fri Oct 21, 2016 10:31 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Rigs, and textures.
- Replies: 20
- Views: 4420
Re: Rigs, and textures.
yes
the file is too big to upload, so youll have to replicate it: some things to note:
-areas that are on no color map stay white
-i dont know how to correctly add the normal map, some channels are inverted, couldnt make it work though
the file is too big to upload, so youll have to replicate it: some things to note:
-areas that are on no color map stay white
-i dont know how to correctly add the normal map, some channels are inverted, couldnt make it work though
- Fri Oct 21, 2016 3:08 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Rigs, and textures.
- Replies: 20
- Views: 4420
Re: Rigs, and textures.
ehm i dont know. depends on what you want to do if you want to render colored rabbits in blender, you will have to replicate what the game material does. (propably a simple node material) if you want to have them as a base to build other textures, it might be fastest to do this in photoshop / gimp i...
- Thu Oct 20, 2016 2:22 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Rigs, and textures.
- Replies: 20
- Views: 4420
Re: Rigs, and textures.
about the rig, i dont know : |
- Thu Oct 20, 2016 2:09 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Rigs, and textures.
- Replies: 20
- Views: 4420
Re: Rigs, and textures.
3. ahh so i get what youre asking the way overgrowth characters work (except turner) is that they have a diffuse texture with white cloth & fur (male_cat_c) and a normal map (male_cat_n) lastly, a 'PaletteMap' (male_cat_m) is used to recolor / tint the color map on runtime. basically it defines ...
- Thu Oct 20, 2016 10:50 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Rigs, and textures.
- Replies: 20
- Views: 4420
Re: Rigs, and textures.
this is my folder
- Wed Oct 19, 2016 10:45 am
- Forum: Modding
- Topic: [updated for a224] parallax mapping
- Replies: 27
- Views: 6402
Re: [i tried again] parallax mapping on the terrain
gave this tool a new try but it watermarks the output textures and i dont have 100$ spare. although it seems to do quite a good jobDavid wrote:Looking cool! I recently heard of this tool, which can supposedly infer adequate height maps based on normal map info: https://www.knaldtech.com/
- Wed Oct 19, 2016 10:42 am
- Forum: Modding
- Topic: [updated for a224] parallax mapping
- Replies: 27
- Views: 6402
Re: [updated for a224] parallax mapping
it should. it runs on internal testing at leastSilverfish wrote:Does it not work with the latest alpha?
although you seem to have made some changes to the modified shader (envobject.frag) on 17.Okt which I did not update to
also i havent added texture heightmaps for the new arenas so these look crappy
- Wed Oct 19, 2016 6:34 am
- Forum: Modding
- Topic: [updated for a224] parallax mapping
- Replies: 27
- Views: 6402
Re: [updated for a224] parallax mapping
so there were 3 side effects when moving the camera around with this shader: -the texture would rotate away from the camera, so that it would look as if the caracter levitates above it / move around -where the textures blend, there were ugly stair artefacts & the blending border would move aroun...
- Tue Oct 18, 2016 6:00 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: advanced testing error
- Replies: 7
- Views: 1836
Re: lugaru campaign things & stuff
ok so i made a list: 01&02, these levels feel really alive with the characters & the bird. also the red blocks are nice. especially on the first level it took me some time to find out where i had to go, you could add a dialogue hint to find your child at the top maybe 03: this small hill whi...
- Fri Oct 14, 2016 1:38 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: advanced testing error
- Replies: 7
- Views: 1836
Re: advanced testing error
i played the lugaru campaign all the way through, somehow in the main menu the progression is stuck on level 13 (higher ones are greyed out)