Katoya

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  1. There are some settings for height maps when you select the level object in the objects panel, then go to attributes->edit terrain. Haven't played with those yet though
  2. I hear you :-D I'll definitely look into it, but at the moment I don't think I "know what I'm writing about" yet I've done some more testing and it turns out this still doesn't solve every scenario. For one, this requires a blending mode other than opaque on the rgb/alpha channels which means I can't get full opacity anywhere (like a sticker on a glass pane that has to have 100% opacity and then 0% else). It works well for things like mist, clouds or scratches/stains on glass which is how it was used on the bus, but that's not quite everything I need yet. I may have to go back and look into my dds files though, as I seem to be also struggling with creating proper alpha information when saving from Photoshop. I'll post an update when I know more. Another 'discovery' I made (which I guess is a bit redundant but it makes sense to note it here) is that the rendering technique you choose for your material in the 'advanced->order' section seems to influence the...well... order at which the mesh is being rendered. If you put two trn0 objects in a row in front of the camera they can overlap in the wrong way (the object further away gets drawn over the one closer to the camera), but if you set the closer one to trn instead of trn0 then it renders as expected, at least for the scene I tested this in. But what if you have many layers of this kind of stuff to render? There doesn't seem to be a trn1 technique from what I've seen And really one shouldn't be expected to manually adjust this depth setting for all objects in the scene, so it kind of feels like more of a hack than a proper solution so far. So there is still work to be done, it seems. It would make sense if either the mask or skin_mask textures were responsible for this kind of technique, as is usually the case, but I haven't been able to make it work. Same goes for the soft alpha settings which never seemed to make any difference, no matter how I set those. At the moment the best bet it seems is to look through the built-in assets to find out more. Like some decals, blood puddles etc. If anyone knows some good examples by name that use alpha it would help a lot to list some of them here, so we can all try them out. I'm not too familiar with the ingame assets yet to be honest. Also, maybe I'm missing something (again), but is there a good way (aside from opening the material settings, which you can't do for the built-in models) to find all the textures that an ingame asset uses? Even the names alone could hint at a solution.
  3. It works! :-D Your tip with the info tab helped me a lot! I don't know how I've overlooked those. Probably because they looked like complicated programming things and I got scared The rendering techniques are indeed the key here. Checking out the bus_c_shell.msh in the attributes->info tab I found the ve_bus_a_windows.mat field. It uses a trn0 technique whereas the non-transparent elements seem to all be using techniques beginning with opq*. It's a pretty safe bet that this stands for transparent and opaque, respectively :). When you click the technique in the name/value list of settings you can see both RGB Blend Operation and Alpha Blend Source are set to add. Looking at my material I found the blending options easily enough, but I had to cheat a bit for the transparency rendering technique You can set the Rendering Technique in the advanced -> Order section, but when you expand the list it only gives you a bunch of opq_* techniques. Well I'm stubborn, so I just typed trn0 in there... and it worked :))) Not sure it's the correct way to do this but it seems to also be reflected correctly when I look at my material in the info tab so it appears to be fine. Also, this way it works against the sky, too! So in the end it's a mixture of a couple of the things you said: blending modes and rendering technique. One thing to note is I only so far have tested this on a semitransparent cloud/mist type of texture which is essentially a grayscale image. I'll have to test how this behaves with solid color stuff and give an update here how that worked out Another thing: it turned out I did have a problem with the dds texture itself, too. Now I didn't dig too deep into this, but from what I understand Photoshop stores transparency data in a different way to what a dds expects. For example the png files from Photoshop I came up with all had the RGB format (and it works fine as a png) but you need RGBA for the transparency to work correctly when u save to dds. This is what caused my 0% / 100% stepping issue - it was in the file itself. What I ended up doing was to make a new channel in the texture png and paste the grayscale image into it and then save it as dd, which was simple enough. How to do the same for a more complicated / color texture looks like a headache at the moment. Thanks again for pointing me in the right direction! I feel like we both discovered something important for mankind here this day :-D I'll update this thread if I can confirm this works for solid color stuff :-)
  4. Yeah, noticed this as well. I've tried changing the cloud textures to some of my own to get a red sandstorm type of sky and noticed the texture is "blocking" the sun No blending options to set there I think so there has be some kind of transparency in the original game cloud texture - it's definitely not just blending. Aside from that, even though I used a full opaque texture, the sky remained blue and I can't seem to find how to change that. I did look in the varlist panel and tried appending the varlist.scr as suggested on the Techland Academy page, but the only option there that seems to make a difference is the environment - dust section Although maybe I just broke the weather in my project somehow because the time/weather sliders at the top of the varlist panel stopped working when I appended the scr :)) I'll have to recheck it in a new project I guess. Not sure at all how this varlist script/appending business works, to be honest. Would love to read more about it somewhere, but I never did find any more info on the subject. Yeah that's a good idea and I tried doing that but the editor won't let me access the materials. I may be missing something obvious here. When I place the objects in the world, like the ve_bus_b_basic for instance, and expand it in the objects panel I can get to the bus_c_shell.msh mesh where there's a ve_bus_a_windows material - a glass window with some stains on it, so exactly what I need. But all the materials are grayed out and when I doubleclick it I get a warning 'cannot edit material / ve_bus_a_windows can't be found'. Thought maybe you need to unlock the group but that's greyed out as well. I do believe this is due Techland blocking the editing of original game objects in the editor. Is there some way I can duplicate this bus for example so that I can mess around with the settings? Similar to how you copied the fx emitters in your tutorial on youtube? Again, thank you so much for helping out :-) I keep learning new things all the time as I try this stuff out Still miles to go, though
  5. Wow! Thanks for the reply, cr1m3! I've seen all your tutorials on youtube, they're very detailed :-) 1) I actually already tried that and got the same result as with the png (tested again to be a 100% on that). Forgot to mention that, sorry. I read your answer to that post and that's how I discovered the blending options, by the way :-) When you look at textures in the material editor (soccer ball menu), in the 'basic' tab there's a bunch of textures you can assign - I'm thinking maybe the 'mask' is what I should be using for this sort of thing but when I try it doesn't seem to yield any results. My guess was it's got to do with the settings in advanced -> sampling with all those source and channel options but I think I tried every combination possible without any results. It may be that I'm having a problem producing a proper dds file though. I read somewhere it may be the way Photoshop handles alpha channels that's giving me these problems. I'll need to look into this again I guess. I'll post here if I can come with something. 2) I have a feeling animating part of a mesh with a decent framerate through a quest swapping skins might set my computer on fire But I think you're exactly right with the FX approach! The FX have animated textures in them after all. Though wouldn't that require scripting each frame of the movie manually? That sounds like a nightmare :-o Maybe it's better to just animate a model instead of faking it with a movie? Haven't had any luck figuring out how play a mesh animation from my fbx files either, though... still have loads to learn it seems
  6. Hi all! How is everyone? So I started my adventure with the Developer Tools recently and came up with some questions which I can't quite find the answers to. I've seen all the Techland tutorials, the additional info pdf and a bunch of tutorials by users. Now I figured it's time to post here here goes: 1) textures with transparency - how to best go about this? I'm used to the alphamap workflow where you'd put a grayscale texture to tell the program where the mesh should be transparent and where it should be opaque. I'm not sure how to replicate this in the Dying Light Developer Tools. I did mess with the blending options but that's not it. I did try putting a png with alpha as a diffuse texture and some transparency was there, but it was either 100% or 0% - I need the smooth gradient for it to work this is stuff is super useful for things like dirty windows, spider webs, or small details on a mesh that would eat up too many vertices to model. 2) animated textures - is this possible? In Blender, I can put a movie in as a diffuse texture onto a mesh and have it animate. I wonder if the same can somehow be done in the tools? This could be used for things like a working tv, animating light projector patterns (rustling leaves in a forest that block the light and make it flicker) or animating stuff in the horizon without the need to put additional models in there. Sorry if this is noob stuff, or if there's a post on this already - I made pretty sure I've read everything there is out there on the tools before posting but I could be missing something basic Any help would be deeply appreciated
  7. Awesome! Thanks for the headsup
  8. Witam! Właśnie rozpoczynam swoją przygodę z narzędziami deweloperskimi do Dying Light i staram się dowiedzieć jak najwięcej o możliwościach tego edytora. Mam trochę doświadczenia w Blenderze i chciałbym zrobić mapę do DL z użyciem własnych assetów. Obejrzałem wszystkie materiały szkoleniowe od Techlandu (Chyba? Widziałem filmiki na YouTube i dodatkową instrukcję w pdf na stronie akademii - jest coś jeszcze?) i prawdopodobnie wszystkie materiały na yt wrzucone przez użytkowników. Szperałem też po forum Steama i tutaj, ale nie mogę doszukać się odpowiedzi na kilka pytań, dlatego pozwolę sobie zadać je teraz 1) Tekstury z przezroczystością - jak najlepiej to ugryźć? Oddzielna tekstura diffuse i oddzielna czarnobiała z maską? Png lub dds z kanałem alpha? Na jakie parametry zwrócić uwagę przy tworzeniu tych tekstur i jak to skonfigurować w edytorze, żeby zadziałało? Próbowałem różnych podejść: przy png i dds z alphą cośtam było wykrywane, ale opacity było albo 100% albo 0% i efekt był dość koszmarny Próbowałem użyć czarnobiałej tekstury i podpiąć jako mask ale nie dawało mi to jakiejkolwiek przezroczystości. Bawiłem się blending options i można tym uzyskać ciekawe efekty, ale to nie do końca to, o co mi chodzi. Przykład: chcemy zrobić pajęczynę narysowaną na płaszczyźnie 2D i chcemy żeby jej 'nici' były w połowie przezroczyste, a te części, w których pajęczyny nie ma - całkowicie przezroczyste. Analogicznie do Photoshopa mógłbym zrobić 'add' lub 'multiply inverted source' ale wtedy i tak widać zaciemniony obszar płaszczyzny 2D wokół grafiki - czy to kwestia cienia rzucanego przez tę płaszczyznę? 2) Tekstury animowane - edytor w sumie 'łyknął' mi plik mp4 jako teksturę diffuse ale nie dałem rady sprawić, by to się animowało. Czy można użyć filmu jako tekstury do obiektu? Jeżeli tak, to jak przygotować plik i jak to skonfigurować w narzędziach, żeby działało? Przykład: program w telewizji wyświetlany na ekranie telewizora lub jakaś animacja wyświetlana na horyzoncie, dzięki której nie trzeba tam wstawiać modeli 3D. 3) Własne animacje - w Blenderze da się zrobić animację mesha zarówno jako 'wypieczone' klatki, jak i za pomocą rigów. O ile mi wiadomo, informacje te są zachowane w pliku przy eksporcie do fbx, ale choć dwoję się i troję - nie mogę dokopać się do tych animacji w narzędziach deweloperskich. Czy jest jakiś sposób na przeniesienie animacji z Blendera do Dying LIght Developer Tools? Z tego co widziałem sama armatura jest wykrywana, ale nie wiem, co dalej. Czy powinienem animacje realizować dopiero po imporcie do edytora? Jak się za to zabrać? Jak manipulować kośćmi i zapisać ten ruch? Trochę dużo tych pytań, ale może ktoś zna odpowiedź na chociaż część z nich? Nie mogę się doczekać, żeby zrealizować swoje pomysły w edytorze, więc będę bardzo wdzięczny za każdą pomoc :-) Serdecznie pozdrawiam i (mam nadzieję) do usłyszenia! Good night, good luck!