8,452
edits
Paradox-01 (talk | contribs) m (single object vertex shading -- in 30min the vid should be up) |
Paradox-01 (talk | contribs) m (vertex shading with render map data) |
||
Line 450: | Line 450: | ||
So, how do we modify that data? | So, how do we modify that data? | ||
'''Single object shading''' | |||
If there's already a vertex color property you can use Shift + W to activate "Paint Vertex Color Tool". With Control + W you can change the brush color. R + Hold Click + Move Mouse let you change the Brush size. The more vertices (points) you have the more detailed you can make the shadows/colors. But keep in mind that too many polygons can destroy collision which make characters fall through the ground. | |||
If there's no vertex color property the first use of Shift + W will create that property. But you can also manually create it via Property > Color at Vertices Map. | |||
Here you can see one of my [http://youtu.be/zWT0-LsjjBU early attempts of vertex shading]. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 18:18, 16 March 2013 (CET) | |||
'''Level-wide shading''' | |||
{| style="float:right" | |||
|[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/light_test_modtool_zps9c453b41.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/light_test_modtool_tn_zps9a3a3f2e.png] | |||
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/light_test_ingame_zps08118244.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/light_test_ingame_tn_zps967c06a9.png] | |||
|} | |||
To get a general shading/lightning you can set up light sources. "Infinite" lights are useful for global lighting while "Light Box", "Point", "Neon" and "Spot" are more suitable for local light sources. They can be accessed via Primitives > Light. | |||
By default a Mod Tool scene has one Infinite light but it doesn't shine in every direction so you might want to add more Infinite lights. Let's say one Ininite light for each direction (+X, -X, +Y, -Y, +Z, -Z) with an intensity of circa 0.25 (night) or 0.75 (day). | |||
The illumination of those lights can be integrated into the vertex color property. There's some information [http://oni.bungie.org/community/forum/viewtopic.php?pid=29089#p29089 at OCF], the quoted information is somewhat triple so don't get confused by it: at first detailed, then summarized, then checklist-like. | |||
Basically you can go with the checklist: | |||
* Property > Color At Vertices Map | |||
* Property > Render Map | |||
* In render map property page, under Sampling select Vertices Only | |||
* Under Surface Color choose Enable, then in the box below select Vertex _Color, if that option does not appear click on the New button next to it. | |||
* Under Map select Illumination only | |||
* Finally, click on the button Regenerate Maps... | |||
This must be done for all objects separately. Maybe we can later write a script to automate to process. | |||
'''Notes on ModTool view modes''' | |||
* "Constant" let you see the colors of the vertex shading only. | |||
* "Textured Decal" let you see object textures only. | |||
* "Shaded" let you see the illumination only. | |||
* "Textured" let you see the textured object with illumination and vertex shading. | |||
====<Rooms>==== | ====<Rooms>==== | ||
The Room tag is mandatory. It contains an import path to BNV data (*.dae) which is used to create pathfinding grids. | The Room tag is mandatory. It contains an import path to BNV data (*.dae) which is used to create pathfinding grids. |
edits