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Re: GTA SA Airplanes Remastered

Enviado: 10 Ago 2019, 14:20
por ceec
Runner escreveu:
10 Ago 2019, 14:07
Pelo o que me lembro ele dava umas arrendondas sim, inclusive cheguei a testar em terrenos .

O meshsmooth ''rasga'' os modelos low poly por que eles tem poucos polígonos não é? E se aumentar os poly com esse app e depois passar o meshsmooth pelo 3ds max? 
Isso ocorre por causa de vértices que ñ estão soldadas.
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O efeito é aplicado somente dentro das linhas vermelhas, como são faces "quadradas" o efeito ñ e aplicado, se a malha estivesse soldada o para-lama teria ficado redondo como nos bancos... Se vc usar o blender com o DragonFF, verá um modificador que aumenta o peso das vértices (o modificador já e do blender, o plugin que ativa automaticamente), o que faz com que fiquem "soldadas", ao aplicar o efeito de smooth ñ ocorre buracos, claro que vem outros milhares de bugs, por conta da ótima malha da rockstar...

Re: GTA SA Airplanes Remastered

Enviado: 21 Ago 2019, 08:25
por Zeneric
Sorry for taking long. Was experimenting with many stuff for this mod. And took a small break. I discovered how to use radiosity to create AO for vertex painting but ended up deciding not to use it. my Shamal UV maps are already set up for baked AO - I'd have to re-uv map if I use AO radiosity (to reduce TXD size - baked AO textures eat up a lot of TXD space). I'm using corona render (the best imo but shit it's CPU based render - haven't tried Redshift and Octane renders yet) for 3ds max to bake Shamal substance maps.

Anyway, here, a screenshot of prelit interior:
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Note: interior is not finalized. Some textures are already changed (this is an old screenshot I took few days ago). WIP.
 

Re: GTA SA Airplanes Remastered

Enviado: 21 Ago 2019, 08:36
por Zeneric
This is a good UV map right:

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Re: GTA SA Airplanes Remastered

Enviado: 21 Ago 2019, 19:23
por Zeneric
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Vehfuncs' f_extras feature. One's GTA SA's Shamal, and the other's GTA V's Shamal (just the strips/colors).
Fatted the engines abit (were too sleek - didn't make sense - plane engines irl are usually chubby/fat - also see GTA V's plane engines, they're fat/chubby).
WIP.

 

Re: GTA SA Airplanes Remastered

Enviado: 01 Set 2019, 14:30
por Zeneric
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Not done with it. More to add/replace/remove/etc - still tweaking.
Prelight AO for interior (shading on vertex colors produced by radiosity) - to save txd space.
Doing two planes in one. One's commercial version (blue interior) and the other's rich version (gold interior). Maybe more.

Re: GTA SA Airplanes Remastered

Enviado: 02 Set 2019, 09:55
por Junior_Djjr
VehFuncs will have some LOD system (a simple one, I know anyone want to adapt to LODs, so I'll just make it hide by distance), so you can configure to disable that interior details if far way.

Re: GTA SA Airplanes Remastered

Enviado: 03 Set 2019, 12:02
por Zeneric
Thanks. Will be useful.

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Re: GTA SA Airplanes Remastered

Enviado: 03 Set 2019, 18:48
por Zeneric
Using faces for strips/lines instead of body texture (thinking of ditching exterior ao). The exterior body uses 32x32 size of gray blank texture.
Jaurnk Air logo on the tail (for commercial version).
Still tweaking omnis/lights.
Tweaking that exterior side then when finalized/prepared - mirror time (exterior body got redid many times - this time meshsmoothed at 2 iterations, and the large wing was partly ported from gta v and made by myself, etc).

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Re: GTA SA Airplanes Remastered

Enviado: 04 Set 2019, 08:56
por Junior_Djjr
Why so dark at night? Timecycle or model issue?

Re: GTA SA Airplanes Remastered

Enviado: 04 Set 2019, 09:09
por Zeneric
Tried many ways to use GTA SA's animated texture feature for this Shamal mod (for the TV). Seems animated texture feature doesn't work with vehicles.

@Junior_Djjr
Ambient issue. Exterior body's ambient was set at .3. Now got tweaked to .45. Ambient is not finalized.
And maybe more (prelight, gray texture, carcols, etc) that cause this dark issue. Still need to remove prelight from exterior body.
WIP. 

Using SkyGFX's Spec pipeline. And GTA SA's updated default timecyc (with 24 hours mod).

Now working on making/implanting the blue interior into this Shamal mod (pretty much re-doing the blue interior - it was made for baked ao. Cuz I ditched baked AO (takes up too much TXD space, and reshade's mxao exists), the blue interior is now being re-made for prelights that also simulate AO).

What I learned: Excellent prelight/shading quality requires a decent amount of polycount (more faces > more normals > higher shading quality).

Re: GTA SA Airplanes Remastered

Enviado: 04 Set 2019, 10:16
por Zeneric
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Re: GTA SA Airplanes Remastered

Enviado: 04 Set 2019, 15:49
por Junior_Djjr
Zeneric escreveu:
04 Set 2019, 09:09
Tried many ways to use GTA SA's animated texture feature for this Shamal mod (for the TV). Seems animated texture feature doesn't work with vehicles.
Yeah, even adding an animated object with Tuning Mod doesn't work.
Zeneric escreveu:
04 Set 2019, 09:09
Ambient issue. Exterior body's ambient was set at .3. Now got tweaked to .45. Ambient is not finalized.
Oh, that dff exporter can set the ambient too? I didn't know this was possible in .dff files.
 

Re: GTA SA Airplanes Remastered

Enviado: 04 Set 2019, 17:15
por Zeneric
Yes, the hero's script can.

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Still tweaking/adding/editing/removing/etc stuff (VCRs, 3D toilet sign, 3D components (they're too flat/2D looking), prelights not finalized, static looking texture on tv too shitty/not fitting, etc).

Re: GTA SA Airplanes Remastered

Enviado: 04 Set 2019, 22:45
por Zeneric
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Switched/changed textures.

edit:
update:

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New 3d components. VCR. Scanlines on TVs.

edit 2:

Made a video of this Shamal mod:
https://youtu.be/pt49w0RKmrA

 

Re: GTA SA Airplanes Remastered

Enviado: 05 Set 2019, 10:42
por Zeneric
Any ideas/suggestions of what I should add as extras (Vehfuncs) for the blue interior? The gold interior has extras but the blue one atm has no extras.

Is there a way to add night vertex colours for vehicles (with normals + day vertex colours)? Either thru RWanalyze or 3ds Max.