Showing posts with label tutorial. Show all posts
Showing posts with label tutorial. Show all posts

Thursday, September 18, 2014

Source compiling issues AGAIN

So I recently tried to compile a model for source and received a semi-cryptic error in the form of:

WARNING: *** Encountered VTF file with an invalid minor version!
WARNING: *** Encountered VTF file with an invalid full header!

I also had two materials on my model. The materials were in separate directories. I don't think either of those points were the problem. Considering it said the vtf file has issues I figured it was the vtf at fault. I had been using vtfedit to convert my png's to vtf's and I guess I hit a flag somewhere or something.

I fixed the problem by exporting my vtf from GIMP instead of converting it with vtfedit. I get the feeling I did something else too though. If that doesn't work for you, read on.

Monday, June 30, 2014

Blend textures to add subtle wear and tear

I want to talk about tiles. Tiles are a nice texture to use because they have a lot of innate detail. They have grout, which provides opportunities for nice normal maps and variations in phong/envmap specularity, they can have cracks on them which looks cool, and the tiles themselves can have cool designs or just alternating colours. The problem with tiles though is that this inherent detail is misinterpreted for ease of use. As nice as it is to slap a tile texture down and give yourself a pat on the back as you sip you freshly prepared congratulatory cognac on the rocks, it's not at all that simple - as usual, como siempre.

Tiles are actually a pain in the ass to lay down in real life. I tiled my toilet and bathroom once. It was horrible. You have to cut here, lay there, measure this, and it's all such work. This experience led me to look at game tiles in a different light. No longer can I drop a tile texture down, rotate it 45 degrees and think no one will look twice.

Sunday, June 29, 2014

Simple hallways aren't at all simple

Gameplay in DA is poised to be liquified awesome, as are the environments. Looking at some professionally made maps helps put your own environment art in perspective. I have taken a screenshot of a simple random hallway in CS:GO and analyzed why it is the standard people expect in modern games. I thought it would be nice to point out what makes a simple scene awesome, and hopefully our loyal readers will gain a bit of an insight into how to look at an environment as more than just an environment. If you can quantify what makes something look good and then replicate that, you'll progress in your skill faster than the average noob

Here's a simple screenshot I took, and the resulting revelations:

Thursday, June 19, 2014

Continuous Boogaloo and Hotspot Distribution: Map design principles for Double Action pt 3

As we have already seen, DA is all about continual, flowing movement through the environment. We have managed to tailor the environment to uninterrupted slides and dives, but what about the greater picture? The very layout of a map should allow our action heroes to continually run, dive and slide without hitting a wall or a dead end and having to recalibrate their path. My favourite way of ensuring this is to plan our map in terms of:

Overlapping circles of travel

When planning a map (which is something that needs to take place before starting) you should take into account the greater travel paths of our intrepid heroes. A simple way to think of this for now is three circles overlapping, like a ven diagram:

Doors: Map design principles for Double Action pt 2

Doors are a bit of an 'in joke' for game designers. For something so simple there are a million variables to consider. In DA we have a similar situaion. Considering what we already know about DA's gameplay mechanics, we find that we need to use doors in order to enhance the probability of an uninterrupted boogaloo, which is contrary to the very idea of a door: to stop people.

Monday, June 16, 2014

Divey wivey and smoothin the moovin: Map design principles for Double Action pt 1

Double Actions gameplay is heavily reliant on smooth, fluid and continual movement around the environment. A player is having the most fun when sailing through the air and sliding around corners, akimbos blazing at a similarly horizontal opponent. DA doesn't have any cover system and the crouch key is rarely used (except to stunt). Taking these factoids into consideration we see that it is important that DA maps have long, unobstructed avenues for the player to exercise his right to boogaloo as a verb. Have you ever taken a lateral dive around a corner, vindicator poised to deliver a lead-whoopin on the briefcase bearers behind, only to clip into a stray pole or lonely brush face? You'll realise that this is heavily not fun.

The problem with wide open, unobstructed lanes of fire is that they look bare, but as we start to add detail we also start to block the player. As a small mod dying for attention on the scene we want to have nice, detailed environments to show off to our adoring public, but we can't sacrifice anything in terms of gameplay. So in order to tackle these problems we have a few options.

Tuesday, June 4, 2013

Multiple .qc compile at once - Blender SMD tools

I knew there was a way to batch compile .qc files with this plugin. I have been making multiple models and modular sets that require a lot of tweaking and it sucks to compile the .qc files one by one. I finally recovered how to do multiple compiles straight out of blender (by looking at the SMD tools page on the VDC durr...).

All you do is select your qc directory, and then append the first few letters of your .qc files, followed by an asterisk (*) onto the filepath in the "QC file path" box. Observe:

You're welcome.

Saturday, May 4, 2013

Rendering a transparent background (alpha channel) in blender 2.6

So after scouring the net for this and getting quite frustrated, I figured it out myself. Short and sweet: In your render panel (the camera) under 'shading', change the 'alpha' dropdown box to 'Transparent'. Et voila. Render with a transparent background (you may need to make sure you have the 'RGBA' button pressed in the 'output' pane on your render panel as well).

EDIT: If you're trying to bake alpha from one mesh to another, you'll need to create a new material on the lowpoly mesh, scroll down and tick the 'Transparency' box, and slide the 'Alpha' down to zero.

Friday, May 3, 2013

Decompiling Portal 2 Models

I have been trying to decompile some models recently and I found out it's harder than it used to be. Luckily this guy has it sorted. I'm going to copypaste that post here, just in case that one gets deleted or something.

Tuesday, September 18, 2012

Things I wish I had been told about objects

You can read this in a nice wiki format here

When looking at tutorials and tips, you'll hear phrases like "the objects 'x' method" and "returns an 'x' object". If you're not sure what this means, it definitely helps to get a grasp of the concept of objects when you are programming.

A big problem I had when I first learned about Object Oriented Programming was that tutorials all needed to be so damn correct. Since I was only a noob this lead to confusion and frustration.

This post is not entirely correct, and in some ways just flat wrong. But it serves to bridge the gap between procedural programming and OOP for the newbie. If you continue down the golden path of OOP you'll find that a lot of the stuff I said here was fallacious, but it was a means to an end.

Tuesday, March 20, 2012

Blender to UDK: How I do it - Static Meshes

I have finally got a handle on making base-featured models. That is, a model with accurate collision and LOD data. When exporting from blender to UDK, you have a few options for format. I have been using the ASE exporter made by MCampagnini, one of the UDK community members, and up till today it had been going ok. My main issue with it was that the error messages were vague and unpredictable. In a fit of frustration today I decided to switch to the FBX exporter, which ships with blender 2.62. After a few hiccups here and there I found out how it works, and I gotta say I like it. However, it does have some very nearly fatal quirks for the uninitiated. Before I forget what they are, I thought I had better write them down.