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Heavy Artillery - Big guns


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#121 Bf-110

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Posted 14 August 2014 - 01:54

Oh my,what a mess. I liked it!!! Put some tanks and a plane on its fire range!
Maybe a ship too.
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#122 Blade_meister

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Posted 14 August 2014 - 23:47

Hi all, thanks :P

Genius, please, can we have her now? She is begging to be bombed?Please? Please? Pretty Please???

Sorry too early (the 3d model for damaged are not made, need to finish undamaged texture before) ;)
Bye

Genius

:S!: Ok, but just know that I am looking forward to making a mission with this awesome Mod and then hunting her down while she is pounding some near by town or Aerodrome. :lol: :x :lol:
Keep up the good work Sir!!!!
S!Blade<>< :S!:
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#123 Genius

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Posted 26 August 2014 - 22:58

update with screen:

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I have a problem with handles and transparency. I use a real photo that I have reduced the size.


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#124 Blade_meister

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Posted 27 August 2014 - 02:26

Incredible Sir!!! Keep up the good work! :S!:

S!Blade<><
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#125 jeanba4

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Posted 27 August 2014 - 09:37

Fantastic !
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#126 SYN_Bandy

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Posted 27 August 2014 - 13:10

It is looking very good, but perhaps the highlights are still too bright?

I have a problem with handles and transparency. I use a real photo that I have reduced the size.
You may need to go into the alpha channel itself and fill in the handle area with the background gray, leaving only the black to cut the 'holes'. It looks like the mask may be picking up different levels or thresholds of gray in the alpha channel itself, and causing the extra 'holes' to appear.

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#127 Genius

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Posted 27 August 2014 - 21:17

Hi, thanks,

I try today to export texture in dds (previously in png). I have increased opacity layer to 70% (previously 50%)

I noticed that if I did not create backgound image, it was not possible to export in .dds

Now i have problem with transparency (see screens) even if my alpha channel is white or black.

Maybe don't understand how to use it ? I use nvidia plugin for photoshop, export in dds DXT5 ARGBP 8 bpp / interpolated alpha

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#128 Dr.Zebra

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Posted 28 August 2014 - 19:33

the last skin is starting to look real good. How about just adding one color on the handwheel by hand, its such a small part it doesn´t need to be too detailed.
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#129 SYN_Bandy

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Posted 29 August 2014 - 07:34

Image
Make sure the alpha channel is 'turned on', the little eye symbol must be visible (it is not in your screen shot). Usually this darkens the RGB channel, so you may be able to use 50% opacity darkening layer again. Experiment in-game to get tone balance with other rail cars.

Other than that, I am at a lost to explain your problem. Maybe something in the DDS conversion settings?
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#130 Genius

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Posted 31 August 2014 - 12:50

I see example files (thanks Bandy) but same problem, maybe my dds converter ?

Anybody can create a dds file with this psd example (see below) ?

Thanks

Genius

https://drive.google.com/file/d/0B7tXcacWGhIxbkJBOHVxalhBMms/edit?usp=sharing
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#131 Panthercules

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Posted 01 September 2014 - 20:10

I see example files (thanks Bandy) but same problem, maybe my dds converter ?

Anybody can create a dds file with this psd example (see below) ?

Thanks

Genius

https://drive.google.com/file/d/0B7tXcacWGhIxbkJBOHVxalhBMms/edit?usp=sharing


OK - I just took your .psd file and saved it down as a .dds file per my normal RoF .dds save settings - it's available here:

http://www.mediafire...n9c/305mmv2.zip" onclick="window.open(this.href);return false;">http://www.mediafire.../download/1n99g … 05mmv2.zip

Hope that helps - love the way this is looking and hope you can get it in shape to add to the game/missions.

I took a peek at your alpha channel and was surprised to see it seemed to be totally white or totally black - the way RoF treats alpha channels in the skin files, I would expect such an alpha channel to make your whole object invisible in the game - but maybe it works differently for these kinds of objects than it does with the plane skins?
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#132 Genius

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Posted 01 September 2014 - 20:34

I see example files (thanks Bandy) but same problem, maybe my dds converter ?

Anybody can create a dds file with this psd example (see below) ?

Thanks

Genius

https://drive.google.com/file/d/0B7tXcacWGhIxbkJBOHVxalhBMms/edit?usp=sharing


OK - I just took your .psd file and saved it down as a .dds file per my normal RoF .dds save settings - it's available here:

http://www.mediafire...n9c/305mmv2.zip" onclick="window.open(this.href);return false;">http://www.mediafire.../download/1n99g … 05mmv2.zip

Hope that helps - love the way this is looking and hope you can get it in shape to add to the game/missions.

I took a peek at your alpha channel and was surprised to see it seemed to be totally white or totally black - the way RoF treats alpha channels in the skin files, I would expect such an alpha channel to make your whole object invisible in the game - but maybe it works differently for these kinds of objects than it does with the plane skins?


Thanks for your help Panthercules :S!:

But i don't found the dds file maybe the wrong folder (rod post-poll - Historical) ?

Sorry if it's here :xx: If yes, do you change the name ?

Genius
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#133 Panthercules

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Posted 01 September 2014 - 21:12

Sorry about that - wrong link.

Correct link should be here:

http://www.mediafire...n9c/305mmv2.zip" onclick="window.open(this.href);return false;">http://www.mediafire.../download/1n99g … 05mmv2.zip

(edited above links to correct the link as well).
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#134 SYN_Bandy

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Posted 01 September 2014 - 23:52

… I took a peek at your alpha channel and was surprised to see it seemed to be totally white or totally black - the way RoF treats alpha channels in the skin files, I would expect such an alpha channel to make your whole object invisible in the game - but maybe it works differently for these kinds of objects than it does with the plane skins?
To my knowledge no, it isn't different from aircraft. Alpha should be mid-tone gray, with (as you say) black and white masks causing holes in-game.

Posting this again, as it is the best reference I know of for our texture work. If there is something more recent, or a better thread, please let me know.

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#135 Panthercules

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Posted 02 September 2014 - 01:48

This is what the alpha channel in that test .psd file looked like:

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I figured that probably couldn't be right, but I have never really messed with objects like this so I wasn't sure.
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#136 SYN_Bandy

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Posted 02 September 2014 - 11:13

EDIT: Genius. I have revised the alpha channel in your file, so Download Here and use this file as a base texture file for all future texturing in Photoshop (i.e. just replace the RGB layers of the object you are painting/skinning).

In the revised file you will need to add your black mask/holes in the alpha channel again, but make sure none of that 'white' appears in the new alpha layer. Give this file a try, and let us know with some lovely screenshots of that cannon! :D


Ah-hah! Maybe Genius' alpha background 'white' is in the 27-51 range, which means from the Neoqb doc:
Diffuse texture colored surface, which has no reflection, no highlights. In this alpha-channel value range texture is slightly lightened.
The part in italics above would explain why the cannon remains so bright compared to the other rail cars! Mystery possibly solved there.

:S!:
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#137 Panthercules

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Posted 03 September 2014 - 01:21

Ah-hah! Maybe Genius' alpha background 'white' is in the 27-51 range

Well, when I picked the color in PhotoShop it showed up as 255,255,255, so unless I'm missing something I don't think that's the explanation.
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#138 SYN_Bandy

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Posted 03 September 2014 - 11:18

Apologies, I didn't pick the values to confirm. Also not pretending to be any texture expert here, just mucking about with some OK results thus far. :D

But I think the revised 305mm Cannon texture file with alpha channel will work: Download File Here

I noticed some time ago in RoF texture templates that when the alpha and all the RGB (colour) channels are visible (eye symbol present in 'Channels' tab) that the combined work space appears with a red overlay because of the alpha channel. Turn off the alpha and the RGB appears normal. Turn off the RGB and the alpha appears just gray. Genius' file does not do this.

So the revised 305mm cannon file simply includes the cannon RGB layer within a RoF texture template where I know the alpha channel is set correctly. I believe this will work once he adds black to the alpha where he wants to mask the RGB (make holes).

Let's see what happens.
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#139 Genius

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Posted 03 September 2014 - 18:08

Thanks guys !

I'm not at home for few days but i will see when i come back.

Bye
Genius
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#140 Genius

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Posted 17 September 2014 - 21:26

Hello,

I do some test but can't see difference.

Previous version:

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Bandy version:

V.1 - Alpha grey - no visual on alpha in psd

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V.2 - Alpha grey - visual on alpha in psd

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V.3 - Alpha black - visual on alpha in psd

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V.4 - Alpha white (240: in range 229-253 = theoricaly holes) - visual on alpha in psd

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But my problem is maybe when i convert my .psd file in .dds because when i save "with Alpha Channels" in DXT5 - interpolated alpha

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I have this error:

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No problem if i deactivate the "Alpha Channels". Do you have the same problem ? :xx:

Thanks

Genius
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#141 SYN_Bandy

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Posted 18 September 2014 - 00:00

Sorry Genius, I'm out of suggestions at this point. My PC install of Photoshop has died, so I need to reinstall and have forgotten my active DDS plugin settings.

Can somebody please take a screenshot of the correct DDS plug in settings?
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#142 Panthercules

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Posted 18 September 2014 - 01:10

Here are the ones I use (seems to work fine/correctly for skins):

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#143 WW1EAF_Paf

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Posted 18 September 2014 - 12:34

I work with gimp and doi it the following way:
Paint texture and export as 24bit BMP.
Paintr Alphalayer (Black/white) and also export as BMP.
After that I merge both as dds DXT5.

I got used to it because I had problems with the dds-plugin. And now I am so used to it, I regret to try a dds-plugin again ;
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#144 Genius

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Posted 28 December 2014 - 12:46

Hi,

A little news (no much time to work on it), work on animation (smoke, fire, explosion, etc..).

Sorry for the texture, i'm not good :oops:

Image.

Next step is to work on LOD 1,2,3 and after need some beta tester :mrgreen:

Bye

Genius
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#145 SYN_Bandy

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Posted 29 December 2014 - 00:21

What??? The texturing is great! Please keep it coming…
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#146 Blade_meister

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Posted 29 December 2014 - 01:12

Genius, that looks great, keep up the good work Sir.

S!Blade<><
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#147 Genius

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Posted 29 December 2014 - 22:51

Thanks,

Finish all LOD and animation for the french ALVF/ALGP 305mm canon.

If some beta tester can test mod, you have a mission test on mission/mods folder.

Artillery_V0.1 mod:
https://drive.google.com/file/d/0B7tXcacWGhIxZ2QxSno2ZFhYeWc/view?usp=sharing

Bye

Genius
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#148 SYN_Bandy

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Posted 30 December 2014 - 01:16

Excellent! Will give it a try in a day or so, but am sure somebody will before me…
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#149 WW1EAF_Paf

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Posted 30 December 2014 - 08:36

Nice!
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#150 Ztenis

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Posted 30 December 2014 - 18:02

I've tested the mission and checked out the look of this gun both in it's mobile and deployed state and as far as I can tell the model, textures and LOD's are verry nice and working properly.
I did not check the destroyed version but when I look at the pic above, that seems also to be OK

8-) This gun has an impressive range of fire and killpower. The objective was completely destroyed before I could reach it. I just saw the last 2 projectiles land before I flew back to the deployed gun and landed there.
I think the army will be very pleased to have a powerful wepon like this available in the future. :S!:
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#151 Blade_meister

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Posted 30 December 2014 - 18:28

Genius, can't wait to try it this weekend. I have a 3 day week end, so hopefully I will get to. Thanks for all of your hard work. :S!:

S!Blade<><
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#152 Genius

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Posted 01 January 2015 - 23:00

Hi all,

Begin alpha test of the french canon 194mm Mle 1870-93. Texture is WIP.

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Bye

Genius
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#153 Genius

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Posted 03 January 2015 - 19:06

Some news,

- Add LOD0/1/2 undamaged in rof format.
- Add some animation (move, pitch gun, yaw turret)

But i have a problem with the animation turret:

In 3DSmax animation is :
0 frame : turret in -180° position
90 frame: turret in 0° position
180 frame: turret in +180° position

The default position in game is always at 90 frame => OK

But in game, turret have a very little rotation when it should rotate 90 °.

I think lua is correct

AngleYawMin = -180.0
AngleYawMax = 180.0
AnglePitchMin = -10.0
AnglePitchMax = 30.0
YawArgNum = 631
PitchArgNum = 241
YawArgMin = 0.00
YawArgMax = 1.00
PitchArgMin = 0.00
PitchArgMax = 1.00

YawAngularSpeed = 0.3
PitchAngularSpeed = 0.3

Need some help :xx:

Genius
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#154 Waxworks

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Posted 08 January 2015 - 16:34

These are the corresponding values for Bandy and Vanders revised Tirpitz Battery, if they haven't been posted already:

PitchPoint = 0.501, 0.255, 0.0

AngleYawMin = -180.0
AngleYawMax = 180.0
AnglePitchMin = -10.0
AnglePitchMax = 30.0
YawArgNum = 221
PitchArgNum = 241
YawArgMin = 0.0
YawArgMax = 1.0
PitchArgMin = 0.38
PitchArgMax = 0.67

YawAngularSpeed = 0.3
PitchAngularSpeed = 0.5

FireArgumentNum = 64100
AttackAnimationArgNum = 61
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#155 Genius

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Posted 08 January 2015 - 22:57

Thanks Waxworks !

Wrong parameters in 3ds animation (don't use argbased animation)

Image

I animated also the release of the support legs and i want to add oscillation animation after fire.

Bye

Genius
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#156 jeanba4

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Posted 09 January 2015 - 09:15

Fantastic, as always !
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#157 Genius

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Posted 10 January 2015 - 10:11

Hi,

News:
- Add all undamaged LOD (0/1/2)
- Add delegate animation (smoke, fire, explosion)
- add fire/smoke animation
- add oscillation animation after fire
- add visibilty animation for undamaged LOD (0/1/2)
- Test damaged model and visibility animation for LOD 1 (no damaged texture)

Image


First test B.L. 6 inch Mk VII in game (texture is very wip).

Image


P.S.: if someone is willing to give me a help to make texture, it is welcome :S!:
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#158 Genius

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Posted 13 January 2015 - 00:09

Hi,

News for the train 19cm Mle 1870-93:
- Add all damaged LOD (1/2/3)
- Add preview picture for editor
- Adjust fire position
- Adjust Lod distance

Todo list (standby):
- Adjust life rate
- Damaged texture

Next step: works on British BL-6 or German SK/L 45
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#159 Genius

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Posted 17 January 2015 - 21:57

Hi all,

Working on SK/L 45 "Bettungsschiessgerüst" texture

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#160 Genius

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Posted 21 January 2015 - 00:09

Hi,

News:
- import all undamaged LOD model
- add collision model
- add yaw and pitch animation
- add delegate animation (fire, smoke, gun fire smoke)

To do list for Sk/L 45 Bettungsschiessgerüst "Lange Max":
- adjust luascipts
- adjust ballistics/shell explosion lua if needed (actually same of french 305mm gun)
- add all damaged LOD model
- add destroy animation (visibility and explosion)
- add gun fire animation
- finish undamaged texture
- damaged texture



Image
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