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Re: Simple models

PostPosted: 09 Oct 2014, 12:39
by Danimal
im breaking today the silence on our forum! ;)

New bed for spider:
Mesh by Eugeneloza CC0, textures by Eugeneloza and Nobiax CC0

A you can see i had to change a lot, its official now that OD cant use alphas, there is no way to put them to work in-game.

From this one just one advice, when you unwrap something try for it to be as closest as possible as the original shape it had, you unwrapped the spires into small triangles, that had the effect of making the texture very stretched and look poorly; it also wastes a lot of texture space, in big models you will have to optimize every centimeter of texture, in a model of this kind you can allow yourself to have big unwrappings that give more details.
See photos for comparation.

Re: Simple models

PostPosted: 09 Oct 2014, 14:07
by hwoarangmy

Re: Simple models

PostPosted: 09 Oct 2014, 14:45
by Danimal
And a bed for the tentacle, i just changed the water texture to look better, in real life water rarely shines that much. Plus, he looks really cute with just its "head" sticking out :)

Mesh by Eugeneloza CC0, textures by West CC0

Re: Simple models

PostPosted: 09 Oct 2014, 15:09
by Bertram
great job! :D

Re: Simple models

PostPosted: 10 Oct 2014, 10:38
by eugeneloza
OD cant use alphas, there is no way to put them to work in-game.

Oh, thats important to know, 'cause I thought was going to make the organic bed with transparent textures. I'll do a little bit different approach then at weekends.

Re: Simple models

PostPosted: 10 Oct 2014, 14:56
by Bertram
Hi again, :)

A you can see i had to change a lot, its official now that OD cant use alphas, there is no way to put them to work in-game

I didn't notice that sentence since I read 'can' instead of 'cant' use alpha, so I'm reacting now:
OD is using Ogre 1.9 material files for texturing and this format should normally handle alphas:
http://www.ogre3d.org/tikiwiki/Material ... ent_colour
http://www.ogre3d.org/tikiwiki/Material ... ass_Window

As an evidence, the cavehornet material file has translucent wings, for instance, and the Ground Claimed tiles have a transparent cross, showing the color below it.
https://github.com/OpenDungeons/OpenDun ... terial#L38
https://github.com/OpenDungeons/OpenDun ... terial#L22
That said, maybe the exporter doesn't handle it well and needs a bit of manual tweaking of the material file afterwards?

The 0.6.0 version is unfortunately the latest one, btw, even if the repository seems much more up-to-date:
https://bitbucket.org/MindCalamity/blender2ogre/

Too bad they didn't release a new version yet.

Best regards,

Re: Simple models

PostPosted: 10 Oct 2014, 15:19
by oln
It looks like you can simply grab the io_export_ogreDotScene.py file from the repository and install using that.

Re: Simple models

PostPosted: 10 Oct 2014, 16:24
by Bertram
oln {l Wrote}:It looks like you can simply grab the io_export_ogreDotScene.py file from the repository and install using that.

Cool, I really have to start blender and get more than the basics, one day. :D

Re: Simple models

PostPosted: 10 Oct 2014, 20:36
by Danimal
After a lot of testing i can tell for sure that cave hornet is not using alphas ingame; its a pity, this will make a lot harder to create the ghost unit.

Edit: this made me remind that along with normals something broke when opengl was made the only renderer, the roboworker alpha (cog in middle) stopped working around that time. Given the size of cavehornet its probable that its faulty alpha may have been unnoticed till now

Re: Simple models

PostPosted: 10 Oct 2014, 21:54
by Danimal
I thinkered some more, this is the material file of "Claimed"(ground textures) changing the texture of the ground (to that of the cave hornet) gives the proper effect , the wing part is semi-traslucent (even if flat on the ground):
{l Code}: {l Select All Code}
material Claimed
{
    technique
    {
        pass
        {
            lighting on

            // make it dim
            ambient 0.8 0.5 0.0
            diffuse 0.0 0.0 0.0
            specular 0.8 0.5 0.0 0.0

            texture_unit
            {
                texture White.png
            }
        }
        pass
        {
            // We use blending, so that we can see the underlying texture.
            scene_blend alpha_blend
            lighting on

            texture_unit
            {
                texture Cavehornet_col.png
                colour_op alpha_blend
            }
        }
    }
}


But if i change the contents of cavehornet.mat to a modified version of this (just changed the texture name) there is no result, the wing are still opaque

Re: Simple models

PostPosted: 11 Oct 2014, 08:09
by Bertram
Hi Danimal,

Thanks for all the investigation :D

But if i change the contents of cavehornet.mat to a modified version of this (just changed the texture name) there is no result, the wing are still opaque

Well, it's funny here. In the screenshot given here (the one when using the cavehornet skin as ground tile), I could swear the wings are translucent. ??

Re: Simple models

PostPosted: 11 Oct 2014, 10:01
by Danimal
Explaining it its a bit complex; alphas works applied on ground or walls; but giving the same .mat to the model has no effect.

Re: Simple models

PostPosted: 13 Oct 2014, 08:27
by Bertram
Ah I see, thanks for the image.

I'll have a look myself also. It seems too bad not to properly get alpha there.

Re: Simple models

PostPosted: 13 Oct 2014, 19:49
by Danimal
New bed thanks to Eugeneloza :D

Mesh by Eugeneloza CC0, textures by Bart and p0ss CC-BY-SA
(i did the skull ;) )

Re: Simple models

PostPosted: 13 Oct 2014, 21:33
by hwoarangmy
Bertram added the orc bed in his last pull request. No need for an issue :)

Re: Simple models

PostPosted: 13 Oct 2014, 22:00
by Danimal
:cool: Yes, with this one; i tried to give it an aztec vibe, because the lizardman feels like that.

Mesh by Eugeneloza CC0, textures by Nobiax and public domain CC0

I had to redo the mesh from almost scratch; Eugeneloza remember that is always better to have clear, joined meshes than mirrored and intercepting meshes. The way it was it made texturing a torture, also intercepting meshes are harder to render for any game engine than more poli heavy but in one piece meshes.

Re: Simple models

PostPosted: 13 Oct 2014, 22:13
by Bertram
Woa, I'll add it to the current PR! :)

Re: Simple models

PostPosted: 13 Oct 2014, 22:24
by Bertram
Added! :D

Re: Simple models

PostPosted: 13 Oct 2014, 22:40
by Danimal
im not giving you any rest! :cool: ; this should be the official bed for the adventurer, the hammock will be for the pirate once included.
Model by PantherOne CC0

Re: Simple models

PostPosted: 13 Oct 2014, 23:14
by Danimal
This one is for an still inexistant ranger/archer hero

Model by PantherOne CC0

Re: Simple models

PostPosted: 13 Oct 2014, 23:59
by hwoarangmy
@Eugeneloza as you have understood, many of your beds have been integrated into the game. If nobody does before, I will try to upload a snapshot for you to see them ingame :)

Thanks for your work

Re: Simple models

PostPosted: 14 Oct 2014, 07:39
by eugeneloza
Organic bed ready :) Almost twice less faces than the previous model. And no transparent textures required.
Textures are made by me in Gimp (two clouds algorithms) (CC0)
OrganicBed2.jpg

P.S. I'll read other posts in a few hours.

(UPD)
I had to redo the mesh from almost scratch

Ok. I'll have to consider this. In case any other models need 'redoing' just tell me, I'll try to fix them asap.
I hope the organic one does not need any remaking. It may still have problems with 'normals' - I haven't investigated this topic yet, shame on me :) .

Thanks for your work

And thank everybody for your patience with a noob like me :) I'm very glad that I can help.

Re: Simple models

PostPosted: 14 Oct 2014, 10:18
by Bertram
And thank everybody for your patience with a noob like me :) I'm very glad that I can help.

Np at all :) I am, for one, much more a noob than you are in the 3D editing area. ;)

Re: Simple models

PostPosted: 14 Oct 2014, 10:53
by Danimal
No problem, its faster to rework something done than start from 0. Also, just imagining/looking for them takes a lot of time. You are helping out quite a lot :)

Re: Simple models

PostPosted: 15 Oct 2014, 10:16
by Bertram
Hey :)

I've turned the Adventurer bed back into a mesh and tried in game.
It works fine, but I've got a few requests:
Could you tell me the license and author of the textures for the latest models?
From now on, and for all the previously uploaded models you've made, could you give the source URL you've used, when there is one?

Thanks a lot!