XCOM 2
[Vanilla] E3245's Master Mod Collection
 กระทู้นี้ถูกปักหมุด เพราะฉะนั้นอาจเป็นกระทู้สำคัญ
∑3245  [ผู้พัฒนา] 8 เม.ย. 2016 @ 8: 07pm
My Development Thread
I post here occasionally on what I'm working on at the moment. You can provide feedback in this thread. Rules apply here.
< >
กำลังแสดง 1-15 จาก 36 ความเห็น
∑3245  [ผู้พัฒนา] 8 เม.ย. 2016 @ 11: 59pm 
Some progress on the M14.
http://i.imgur.com/gCa6qX2.png
http://i.imgur.com/GRVbuWt.png

I need to tone down the brightness of the color. I didn't add a normal map material because the normal map of the stock and body of the weapon is flat.
Keep us posted about progress on the normal maps, that's something I'm keenly interested in.
∑3245  [ผู้พัฒนา] 13 เม.ย. 2016 @ 12: 28am 
โพสต์ดั้งเดิมโดย The Thracian:
Keep us posted about progress on the normal maps, that's something I'm keenly interested in.

Actually I fixed those a while ago. Unless you want some details about the Normal Maps? Like how it's applied in the Material Editor?
แก้ไขล่าสุดโดย ∑3245; 13 เม.ย. 2016 @ 12: 35am
∑3245  [ผู้พัฒนา] 13 เม.ย. 2016 @ 12: 58am 
Well anyways, I guess I'll post something about the normal maps that XCOM 2 uses, and how I fixed it.

This is the ConvSniper_NRM in the Mat Editor, compressed with NormalMapBC5, with sRGB turn off, with Min at -1, -1, -1, 0. ([0], [1], [2], [3], respectively). These are the settings that the texture uses, in the Texture Editor.
http://i.imgur.com/3wN4KB8.png
Looks messed up right? You thinking, how is something like this acceptable?

Well, XCOM 2 uses something called a Standard Shader for all of its materials, even in the WeaponCustomizable_TC. The Normal Map Texture Sample (ConvSniper, for example) connects to the input of Normal (V3). This Standard Shader then converts and outputs this NormalMapBC5 into a proper normal map that XCOM 2/Unreal will read and use. This is how it should look like. Mind the Constant (.5) connected to the Specular, this is just for an example.

http://i.imgur.com/JKqLl4l.png

This is how my weapon's normal map is setup, for non-customizable materials. This is what you should be getting.

http://i.imgur.com/mlHJysz.png

If you are using the Material Instance (Constant) WeaponCustomizable_TC (whatever it's called), it already does the job. You just need to compress your Normal Map to TC_NormalMapBC5. Check the XCOM 2 weapons' normal map for more information.
∑3245  [ผู้พัฒนา] 13 เม.ย. 2016 @ 1: 15am 
Also, I'm almost done with the China Lake. It needs a couple of touchups, and it will be ready to go.
http://i.imgur.com/aXclU6v.png
Hmm, that's informative, thank you. The M14 still looks a bit plastic-y, but I guess there's just no way to port stuff and make it look 100% fitting. I don't know if it's a shader issue or whatever, just everything ported looks like plastic/clay and really flat compared to the vanilla stuff or Capnbubs' cosmetics.
แก้ไขล่าสุดโดย K. Constantine; 13 เม.ย. 2016 @ 1: 40am
∑3245  [ผู้พัฒนา] 13 เม.ย. 2016 @ 12: 52pm 
โพสต์ดั้งเดิมโดย The Thracian:
Hmm, that's informative, thank you. The M14 still looks a bit plastic-y, but I guess there's just no way to port stuff and make it look 100% fitting. I don't know if it's a shader issue or whatever, just everything ported looks like plastic/clay and really flat compared to the vanilla stuff or Capnbubs' cosmetics.

I think it is because the vanilla stuff and Capnbubs' has stronger normal maps than mine. I'm using the normals straight from BLOPS, and they're kinda lacking compared to XCOM 2's.

I would have to completely redo the normal maps, and I would need the Hi-Poly version (the ones that the devs use) of the weapon. Another option would be to hand make the weapon, something that takes years to master, and I don't have that kinda time right now.
∑3245  [ผู้พัฒนา] 13 เม.ย. 2016 @ 1: 20pm 
Well, I think I found a way to make the normal map stronger. This is what it looks like when I doubled the strength.
http://i.imgur.com/K8Vy3Ub.png
∑3245  [ผู้พัฒนา] 18 เม.ย. 2016 @ 8: 57am 
Here's my next project, the IMI Uzi Submachine Gun:
http://i.imgur.com/9fT0Yzh.png
http://i.imgur.com/pK4hkVh.png
http://i.imgur.com/rHJ71s2.png
I need to figure out why the animations won't line up
แก้ไขล่าสุดโดย ∑3245; 18 เม.ย. 2016 @ 8: 57am
your guns are without a doubt the coolest i've downloaded for this game. do you still intend to update this? i am really hoping you are working on more weapons =3
∑3245  [ผู้พัฒนา] 19 มิ.ย. 2016 @ 4: 43pm 
โพสต์ดั้งเดิมโดย Adeptus Buttercookieus:
your guns are without a doubt the coolest i've downloaded for this game. do you still intend to update this? i am really hoping you are working on more weapons =3

Yeah, I'm still working on more weapons, but right now, I'm looking into some things.
Love your work mate.
Would love to see the CZ805, but I guess that's up to the poll and, more importantly, your inclination.
แก้ไขล่าสุดโดย Marty; 26 ก.ค. 2016 @ 8: 49am
here is a weapon i would wanna see in the game AK6 http://www.svd.se/framtidens-svenska-vapen#sida-2 (warning swedish text but a pic of the assult rifle)
https://en.wikipedia.org/wiki/FR_F2_sniper_rifle

I'd love to see this, or just a way to make the M14 mod purely cosmetic.
< >
กำลังแสดง 1-15 จาก 36 ความเห็น
ต่อหน้า: 1530 50