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Pauliaxz's Projects

Discussion in 'Projects' started by pauliaxz, Sep 23, 2014.

  1. snick

    snick Moderator
    Staff Member

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    Nice, add some more variety to the game.
     
  2. luis diogo

    luis diogo Elite

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    The model looks very nice and we already know you can do a good job with textures.
    So very promissing.
     
  3. pauliaxz

    pauliaxz Mayor

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    Here is my progress so far:
    gamescreen0044.jpg
    gamescreen0045.jpg
    gamescreen0046.jpg

    Wrong facing the street, minor things to fix and finish L3, L4 left (for this building)
     
    kipate and Mr.X² like this.
  4. luis diogo

    luis diogo Elite

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    Really good mate. Cosy little house. Like the textures a lot.
    May i ask what are those road textures?
     
  5. pauliaxz

    pauliaxz Mayor

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    These road textures were available to download from old XLN, don't know if this is available here...
     
  6. Spock

    Spock Executive

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    nice house (y)
     
  7. luis diogo

    luis diogo Elite

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    Do you recall the name of the file?
    I like the look of those ones too and the fact that concrete doesn't seem brand new.
     
  8. pauliaxz

    pauliaxz Mayor

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    Unfortunately no, I have no idea how it is called
     
  9. Peter912

    Peter912 Elite

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    Wow a nice little house paul! It's gonna a be a heck of a pack! (y)
    @luis diogo - I think that's most likely the alternative standart road by Alex
     
  10. pauliaxz

    pauliaxz Mayor

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    Yeah... could be... I have a file named XL_Nation_Alex24_Troad_1.0.patch
    So maybe this one
     
  11. luis diogo

    luis diogo Elite

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    Thanks Peter. I don't think that one is uploaded here.
    Anyway, i got a nice set for US roads between recent Timoft mod and Nogerivan's texture, close to RHM2. So i'm good.
    If anyone can provide a link, that would be great tough.
     
  12. kipate

    kipate Governor

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  13. luis diogo

    luis diogo Elite

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    Thanks very much Kipate!
    I'll try this one.
     
  14. Pamascus27

    Pamascus27 Mayor

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    Wow very impressive work Paul! Can't wait for those small houses :D
     
  15. pauliaxz

    pauliaxz Mayor

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    Currently work is halted. Don't know how to make Opacity map. Should I make this using 2nd UV channel or apply it to same UVW coordinates as for diffuse map?

    BTW, not all worthy tutorials are migrated here, like: Material Guide, 2nd UV channel nighlighting, VRay lightmap, etc.
     
  16. Nogerivan

    Nogerivan Governor

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    it works like reflection, specular and standard self illuminati, and it mapped to Opacity in max
     
  17. Pamascus27

    Pamascus27 Mayor

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    Well here are the links for those tutorials in the meantime while the authors are 'migrating' them:

    Texture Maps and Material Creation Basic Guide | XL Nation
    Rendering Nightlights with 3DS Max using the 2nd UV map channel (Part One) | XL Nation
    Rendering Nightlights with 3DS Max using the 2nd UV map channel (Part TWO) | XL Nation
    V-Ray Lightmap baking tutorial | XL Nation
     
  18. nicko2u

    nicko2u Governor

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    If you want transparent parts you need to make them as separate furniture objects/maps and add them as furnitures in you layout file. Refer to furniture specs guide as they dont need all maps, and the size of them is much smaller 256px I think, even smaller if you can fit them into a 128px
    Also in max apply the shader - furniture_transparent_v1 .
     
  19. PaulJChris

    PaulJChris Governor

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    if you dont want to make seperate furniture as per Nicko's suggestion above , you can overlay an opacity map over the entire diffuse, white being fully visible and black the parts you want to be transparent:

    Here is the diffuse from the latest Moscow Pack building:

    b_russian17_t2_l1_dif.png

    Here is the matching overlaid opacity map required to make the railings and lamp posts appear transparent. This technique i can be a massive triangle count saver!

    b_russian17_t2_l1_opa.png
     
  20. pauliaxz

    pauliaxz Mayor

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    Thanks for everyone's advices, I was thinking of doing the same way as PJC, but didn't knew if I should have used 1st or 2nd UV channel
     

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