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FPSC Classic Models and Media / Attempting Unreal again? Oh no...

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Desecrated Studios
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Posted: 5th Aug 2011 23:03 Edited at: 5th Aug 2011 23:05
Yes, i decided i would give my unreal map another try. I decided to try and use as much non-stock items as i can. I will post it in the WIP section if it looks good! But anyways, i was trying to re-texture the walls and this is what i came up with: (See attached, im to lazy to upload it to imageshack XD)

Thanks!

EDIT - The lights are a different segment, they are not entities.. Oh and does someone know how i can add a shader to these? I don't know how to make the diffuse maps and all that, does anyone have a tutorial? Thanks again!

GameBuilder
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Posted: 6th Aug 2011 01:19
Exu what is Unreal map anyway :\ ?
WickedX
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Posted: 6th Aug 2011 05:57 Edited at: 6th Aug 2011 06:02
Greetings, Exu.

This is something I pieced together while trying to answer another tread. Until I realized it was irrelevant.

Diffuse Map

A diffuse map is a texture you use to define a surface's main colour. In order to work well with a normal map and a specular map, a good diffuse texture should not have any directional lighting included, it should only have generic "ambient occlusion" - ie. the surface gets darker in deep cracks and around embossed details. Most here just use the default texture for this.

Specular Map

Specular maps are the maps you use to define a surface's shininess and highlight colour. The higher the value of a pixel (from black to white), the shinier the surface will appear in-game. Therefore, surfaces such as dry stone or cotton fabric would tend to have a very dark specular map, while surfaces like polished chrome or plastic would tend to have lighter specular maps. The colour of a pixel is also used, to calculate the resulting colour of the surface. A very saturated specular map will have a very different visual effect than a grey specular map. If you need a more "neutral" highlight on a surface, your specular map should use the inverse of the diffuse map's colour. Using the same colour on the specular as on the diffuse will result in a more saturated highlight when viewed in the game. You can use contrasts in specular to make a surface appear more visually interesting in the game.

Illumination Maps

Illumination maps, also known as self-illumination maps, are used to make surfaces appear like they are emitting light. Illumination maps are blended additively over a texture, so areas which do not glow at all should be pure black on the illumination map, and any brighter colors will appear to be emitting light.

Normal Maps

Normal maps are textures that are used to give a model surface an appearance of additional surface detail. Its effect it is very similar to bump-mapping. The normal map is used in shading the model and provides a convincing relief effect to surfaces, making the model look like it has a much higher polygon-count than it actually does. Basically, a normal map tells the game engine how light should reflect off an object.

Hope this helps.

WickedX
Desecrated Studios
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Posted: 6th Aug 2011 06:17 Edited at: 6th Aug 2011 06:44
@GameBuilder - Do you actually know what Unreal is? If not check out these links. The last one is the game i attempted to make, in which i intend on finishing:

http://en.wikipedia.org/wiki/Unreal

http://forum.thegamecreators.com/?m=forum_view&t=186234&b=25

@WickedXGames - Thanks a lot for the info, but how might i actually create the different textures? Is there a way to do it in Photoshop? If so how? And do you know of any video tutorials? Im more of a "visual" person.. Thanks a lot though!!!

EDIT - Im attaching a picture of the first room (Re-done) How is it looking? Im thinking of changing up the light color but i don't know what i should change it too? Maybe a yellow or a light light blue? I also removed the water for framerate purposes.. Also, are there too many lights? If so should i remove some and just make the light radius higher? I think i might do that as i do not like having a lot of lights :/

PLEASE GIVE MA FEEDBACK!

WickedX
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Posted: 6th Aug 2011 06:39
Actually I have a word tutorial on that subject, if you are interested. I just have to locate it and add the illumination map section. If so I could upload it for you tomorrow.

WickedX
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Posted: 6th Aug 2011 06:45
Cool! Sure i will be interested! I mean a video would be more helpful, but in words is good enough

WickedX
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Posted: 6th Aug 2011 06:51
MS Word document will have illustrations. I will get on that first thing in the a.m. then.

Cheers.

WickedX
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Posted: 6th Aug 2011 06:55 Edited at: 6th Aug 2011 07:15
Thanks a lot WickedX!! Don't mean to ask this, but what do you think of the lights in the picture? Are there to many lights? (The second picture..) Thanks again!

EDIT - I just tried changing the lights, and again, the same thing happened as before. Does anyone know what im doing wrong? Is there some setting that im missing? I changed the white to a light light blue and this is what i got: See attached..

WickedX
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Posted: 7th Aug 2011 00:42
I know all the light mapping tutorial I have read tend to discourage pure white light. But in the second image I think it really sets the mood. I think it looks really nice. As for how the amount of static lighting affects FPS, I don’t know. Other than that I don’t think it’s too much. The last image is wacked, maybe reposition the light, move it a little bit away from the wall, up or down a little, IDK.

Attached is my Shader Guide. It’s my first tutorial. I’m not claiming to be an expert on the subject; hopefully it will be of some use. I decided to do it in HTML. Let me know what you think.

WickedX
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Posted: 7th Aug 2011 02:49
Wow, thank you for the tutorial! I keep learning more and more each day

I've been messing with the lights and so far it is not turning out good. I will keep messing with it though..

Thanks again!

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