Dexsoft Games Art
by BryceSquared · in Artist Corner · 09/28/2009 (6:36 am) · 9 replies
I just want to know if anyone has gotten the dexsoft games male or female npc packs working in torque properly.
They stated that they had already set up DTS models but they were not working in engine and the textures and maps have been sloppily bashed into the folder.
Not that the art is bad, i am just a little disappointed it wasn't torque ready.
I am having trouble with all sorts of thing particularly, scale in engine and animations.
So if anyone has already done the fixes i am going to have to go through please let me know and I will hopefully get them working.
here are links to the packs I have:
www.dexsoft-games.com/models/villager_female.html
www.dexsoft-games.com/models/villager.html
with the female pack, the alpha maps are separate so I don't know if torque supports that or not. I will likely have to add them to each texture individually.
They stated that they had already set up DTS models but they were not working in engine and the textures and maps have been sloppily bashed into the folder.
Not that the art is bad, i am just a little disappointed it wasn't torque ready.
I am having trouble with all sorts of thing particularly, scale in engine and animations.
So if anyone has already done the fixes i am going to have to go through please let me know and I will hopefully get them working.
here are links to the packs I have:
www.dexsoft-games.com/models/villager_female.html
www.dexsoft-games.com/models/villager.html
with the female pack, the alpha maps are separate so I don't know if torque supports that or not. I will likely have to add them to each texture individually.
#2
Just one more thing, can I please have the UVW files for the Male NPC villager pack. I only ask because I don't know any way to get them from the files I already have.
09/28/2009 (10:58 am)
Thanks Frank.Just one more thing, can I please have the UVW files for the Male NPC villager pack. I only ask because I don't know any way to get them from the files I already have.
#3
This is not so much different from other packs, so in the meantime I have created an application for creating materials, and it makes working with Dexsoft art a breeze. It will load the various textures, embed the maps as needed, and writes the materials. If some of the maps aren't found, it will generate them. I'll have a beta of it ready this weekend.
09/28/2009 (11:02 am)
Dexsoft makes good art, but the materials always need a lot of tweaking and manual adjustment. The last few packs I purchased I had to flip the normal maps, and rename a bunch of files. Like Frank says above, in the new packs you have to convert the TGA's to PNG's, and embed the specular in the alpha channel.This is not so much different from other packs, so in the meantime I have created an application for creating materials, and it makes working with Dexsoft art a breeze. It will load the various textures, embed the maps as needed, and writes the materials. If some of the maps aren't found, it will generate them. I'll have a beta of it ready this weekend.
#4
Looking forward to seeing the beta of this. We use quite a few of the dexsoft models and most the "torque ready" stuff does require a bit of mucking about.
Found it easier for most the static models to just open the OBJ's and vreate everything in Max from the base models.
A utility to correct the textures though on the avatar packs would be great.
Cheers.
09/28/2009 (11:07 am)
Jaimi,Looking forward to seeing the beta of this. We use quite a few of the dexsoft models and most the "torque ready" stuff does require a bit of mucking about.
Found it easier for most the static models to just open the OBJ's and vreate everything in Max from the base models.
A utility to correct the textures though on the avatar packs would be great.
Cheers.
#5
@David, the only problem with starting from the obj, is that the one model pack, for the male npc only has fbx to work with, and it doesn't store the uvw info, so I would have to remap the whole mesh, and i am kinda newb at that :) So I am either gonna need the .3ds file or the .uvw. But i did rebuild the female npc pack from the .3ds pack and it is working well now.
09/28/2009 (11:19 am)
@Jaimi, That sounds like one of those things, that in a few weeks, I will be wondering how I ever got by with out it. Will it work with other materials other than just one set up by dexsoft.@David, the only problem with starting from the obj, is that the one model pack, for the male npc only has fbx to work with, and it doesn't store the uvw info, so I would have to remap the whole mesh, and i am kinda newb at that :) So I am either gonna need the .3ds file or the .uvw. But i did rebuild the female npc pack from the .3ds pack and it is working well now.
#6
09/28/2009 (11:38 am)
@Jaimi: I'm interested in that, if it means me, the non-artist, being able to use bought art more easily :)
#7
What is it you mean by "embedding alpha channels" ?
12/09/2011 (2:43 pm)
Jaimi @ Did you ever release the beta of your material app ? Been trying to clean up all my Dexsoft and other art assets ... could really be useful.What is it you mean by "embedding alpha channels" ?
#8
12/14/2011 (12:58 pm)
Many game engines and 3d apps use a seperate alpha map in their material systems, Torque does not. For an alpha to work properly with a texture it needs to be in the alpha channel of the diffuse map.
#9
02/27/2012 (12:56 pm)
Jaimi; I could use that too, if u dont mind sharing.....
Torque 3D Owner Frank Geppert
The textures should be converted to PNG to use them in Torque. PNG can handle alpha channels fine. So you dont need an extra file for that.