20-09-20, 02:30 | #11 |
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I think it does that because it's simply how PBR shaders work. In a PBR shader, the roughness value defines how smooth or rough the surface is with 1.0 being completely rough and 0.0 being completely smooth (the smoother a surface is, the shinier/glossier it will be). If you wanted to create a shiny, polished metal in a PBR shader using the metalness workflow (there's also the specular workflow but that's not what Blender's Principled BSDF node uses, afaik), you would set the roughness to a very low value and set metalness to 1. You wouldn't touch the specular value or the sheen value at all and how shiny the material would look would be determined by the roughness value. So that may be why Blender exports the .mtl file the way it does.
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03-10-20, 17:27 | #12 | |
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Joined: Dec 2019
Posts: 213
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Semi-transparency
So, I've been meaning to make special artifacts that Lara is seeking; they represent the four elements. They appear inside semi-transparent spheres, so I was happy when Lwmte wrote that it was possible to make part of an object semi-transparent. I've tried to follow this:
Quote:
I've tried to change something else, and upon applying Alpha blend I've got the desired effect within Blender: It's basically the way I want it to look in-game. But still, the result is the same: I'm clueless. Am I doing something wrong or missing something? Anyone? Last edited by AshySlashy; 03-10-20 at 17:29. |
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03-10-20, 20:36 | #13 | |
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Joined: Feb 2008
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^^ hm, normally if you set the alpha slider to anything other than maximum the model should be transparent in game. What does the .mtl file look like?
edit: I made a quick test and hid a small uzi within a bigger uzi, and transparency does indeed not work when you import the model into a wad using WadTool. It only works as imported geometry: Quote:
Last edited by not again!; 03-10-20 at 21:09. |
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04-10-20, 07:22 | #14 | |
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Quote:
I've tried exporting into different formats, mtl was fine, I guess, at least the alpha line. Last edited by AkyV; 04-10-20 at 11:18. |
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04-10-20, 13:34 | #15 |
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ah, I hope this can be fixed - I know nothing about programming and from what I gather WadTool uses a third party library for importing models so I don't know if anything can be done about this, but I hope.
If you don't need the texture to have that glow effect of additive transparency you could try instead of setting the transparency via shader to make the texture itself transparent (save the texture as png with transparency) which also has the advantage that you can control how transparent you want it to be. |
04-10-20, 14:40 | #16 |
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Joined: Dec 2019
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Yay
I did miss something then. So, I've just edited the texture for the sphere: I added the alpha channel and adjusted transparency. Then I adjusted the alpha value in material settings in Blender to fit it. After that, upon importing via WadTool, I have the desired effect: there's the air element inside the semi-transparent sphere :3
Thanks a lot, not_again! I guess, in order this method to work the texture has to have alpha channel. Cause some time ago I've tried to use only the semi-transparent texture and it didn't work. |
08-10-20, 21:56 | #17 | |
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Quote:
Please download 1.3.8 again if you need this fix, you can use small patch. |
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09-10-20, 12:40 | #18 |
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^^ This is the best news, thank you so much, Lwmte!
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15-11-20, 01:13 | #19 |
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Joined: Oct 2018
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This is amazing. A question, though: what is maximum poly count allowed for enemy/npcs in Tomb Editor?
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15-11-20, 10:23 | #20 |
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Joined: Mar 2019
Posts: 687
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Since it's not NGLE and coded in C# with DirectX11, and TombEditor team use List<> (can be extended very far) i think it's pretty what you want to be the max, but dont forget that the tomb raider game have a limit unlike TombEditor
Last edited by TokyoSU; 15-11-20 at 10:25. |
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