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Contact Support - Help Center Get help on the UGX Discord. Join it now!Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
They have options in their assman that we do not, and use colour "detail" maps to allow repeating textures over a colour map ( ie, the markings on the 115 camo )
Its cant be replicated the same in waw, you can get it fairly close tho
origins camo is actually impossible. We cant generate a heat map, or whatever map they used to apply the massive "spot" that is on the camo, unless you do it in phtoshop - but even then its still not correct
theres a variety of texture maps that waw does not support. that more modern games do, they use these to apply those interesting effects. So we are limited in waw as we cant do this at all, and have to do "home made" versions usuall edited to hell in photoshop and stuff
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
What harry said is pretty much what you need to know.
The closest effect that you can get to replicate the BO2 camo is to copy the color map and tweak it to a little different color and save it as a specular map. That way it will change color when light hits it.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Box Mappers Elite |
WAW:
(Image removed from quote.)
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Looks like bo3 thought lmao
duno why your talking about spec maps tho lol, would only see that in reflections etc. Not ideal. out of light itll lose its colour
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Well, it was worth a shot. Guess I'll try some editing and see how close I get.
At least I found how to make a repeating texture
(Image removed from quote.)
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
I literally took a snapshot of the camo in-game and made a texture from it. Here's how it turned out.
I know it wont have the same effect like BO2, but it looks close enough
They have options in their assman that we do not, and use colour "detail" maps to allow repeating textures over a colour map ( ie, the markings on the 115 camo )
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
im fully aware and have replicated ( close to ) a "lot" of the BO" camos, but you "can not" get them exact
but we cant use "heat maps" or "environmental" maps in waw.... which it uses....
and it does use a heat map, just like the retriever does because i found "both"
nor can we repeat the "colour map" which it also does
not can we add the spot light unless we physically add it to one of the images - which looks totally wrong
or has it just "never" been done in the history of custom zombies for "no reason" and we never need better tools apparently...
all ray did was use the mtl_reflexsight material - which makes everything red - and is still not corect. But "closer", and it only "shines" because he use $identitynormalmap
unlit also ignores "specularity" - another issue