AO baked ground plates for your mod! - Page 4

AO baked ground plates for your mod!

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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oksnoop2
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Re: AO baked ground plates for your mod!

Post by oksnoop2 » 20 Oct 2010, 20:06

I'm not familiar with that setting where is it located within spring settings?
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Beherith
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Re: AO baked ground plates for your mod!

Post by Beherith » 20 Oct 2010, 21:09

Its the ground decals slider in springsettings.
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Forboding Angel
Evolution RTS Developer
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Re: AO baked ground plates for your mod!

Post by Forboding Angel » 20 Oct 2010, 22:15

noooo don't use that plate! lol

shit, I'm sorry, but I keep that stuff in there commented out because for a lot of them that have it, I've already sized the plates and stuff. Dangit, I'm sorry.
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oksnoop2
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Re: AO baked ground plates for your mod!

Post by oksnoop2 » 21 Oct 2010, 02:14

I tried 0 and I tried 5. Both crashed.
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Beherith
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Re: AO baked ground plates for your mod!

Post by Beherith » 25 Oct 2010, 12:54

Forb, would you mind sending me the .s3o and the lua/fbi file? I suspect the bug may be in my 3do/s3o to obj converter routine.

Snoop, got a stack trace? Or even an Infolog?
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oksnoop2
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Re: AO baked ground plates for your mod!

Post by oksnoop2 » 25 Oct 2010, 21:20

I updated my gfx driver and it works now.
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aGorm
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Re: AO baked ground plates for your mod!

Post by aGorm » 06 Sep 2012, 16:26

Hi Beherith, should this work with luadefs? I've installed all the programs and copied my s3o's and def into respective folders, but it crashes out when I try and run it. It does spew out a "unitname".obj befor it does so, but it won't leave the python window open long enough to see what the error is...

Any ideas?

aGorm
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Beherith
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Re: AO baked ground plates for your mod!

Post by Beherith » 06 Sep 2012, 17:10

run it from the console, instead of double clicking to see the error message. It should work with luadefs too.
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: AO baked ground plates for your mod!

Post by jK » 06 Sep 2012, 20:20

small request,

would it be possible to limit the maximum blackness? e.g. when the grounddecal is not 100% exact under the building you see those totally black spots. Imo there should be a last stage at the end of the texture generation that cuts all blackness above a threshold (AO should never be 100% pure black).

(I know I am late)
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Beherith
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Re: AO baked ground plates for your mod!

Post by Beherith » 06 Sep 2012, 20:44

jK, edit line 444 from the .py script.
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aGorm
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Re: AO baked ground plates for your mod!

Post by aGorm » 10 Sep 2012, 14:03

Code: Select all

Working in : C:\AO_Groundplate
Definition type is lua
fbi parsed bearbase.lua
objtype s3o
header: (0, 70.0, 50.0, -0.0, 16.0, 0.0, 52, 0, 152796, 152813)
working on:  bearbase.lua   vertices:  3587  parts: 6
found .obj in xml
found .obj in xml
found .bmp in xml
"C:\Program Files (x86)\Santiago Orgaz\xNormal\3.17.0\x64\xnormal.exe" xnormalsettings.xml

Traceback (most recent call last):
  File "C:\AO_Groundplate\aobaker.py", line 434, in <module>
    img=Image.open(outfname.partition('.')[0]+'_ao_occlusion.bmp')
  File "C:\Python26\lib\site-packages\PIL\Image.py", line 1952, in open
    fp = __builtin__.open(fp, "rb")
IOError: [Errno 2] No such file or directory: 'bearbase_ao_occlusion.bmp'
>>> 
This is the error I get, any ideas?
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Beherith
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Re: AO baked ground plates for your mod!

Post by Beherith » 10 Sep 2012, 14:59

Tyrian nick got the same error, for him xnormal reinstall helped. Does xnormal throw any exceptions? Does it even launch (should take a while to generate, it has a splash screen and everyrthing)?

Is the xnormal path correct?
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aGorm
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Re: AO baked ground plates for your mod!

Post by aGorm » 11 Sep 2012, 14:46

OK, sorted the xnormal path (forgot the last / )

But now I'm getting a message saying:

Code: Select all

    self.im = Image.core.new(self.mode, self.size)
  File "C:\Python26\lib\site-packages\PIL\Image.py", line 37, in __getattr__
    raise ImportError("The _imaging C module is not installed")
ImportError: The _imaging C module is not installed
However, if I look in C:\Python26\lib\site-packages\PIL\ I can see Image.py in there so I don't know why it thinks it's not there...
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aGorm
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Re: AO baked ground plates for your mod!

Post by aGorm » 12 Sep 2012, 14:55

Code: Select all

>>> import _imaging
Traceback (most recent call last):
  File "<pyshell#5>", line 1, in <module>
    import _imaging
ImportError: DLL load failed: %1 is not a valid Win32 application.
Sadly when I try to load up the module it fails, I've tried two versions of it as well. Don't know any python so I may be doing it wrong...
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Beherith
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Re: AO baked ground plates for your mod!

Post by Beherith » 12 Sep 2012, 14:58

Have you tried copying _imaging.pyd and _imagingft.pyd to python2*/dll ?
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aGorm
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Re: AO baked ground plates for your mod!

Post by aGorm » 13 Sep 2012, 15:22

Tried, same error... :-/ strange goings on.
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Beherith
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Re: AO baked ground plates for your mod!

Post by Beherith » 13 Sep 2012, 16:12

wiiiierd my last be would be to uninstall and reinstall python+PIL.
If that fails I can do them for you.
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aGorm
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Re: AO baked ground plates for your mod!

Post by aGorm » 14 Sep 2012, 14:55

HA, I win. Don't use python 64bit.

Awesome.
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aGorm
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Re: AO baked ground plates for your mod!

Post by aGorm » 14 Sep 2012, 15:40

Oh Irony, I get it to work and now the textures don't show up in game...
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