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Maya Plugs and getting shaders to work right.

  1. #1
    starfleet
    Guest

    Maya Plugs and getting shaders to work right.

    Ok some of you may have noticed that when you open up the shader you want to use such as ship.st you only get two items under the shader yet, if you look at the examples you can see at times about 5-10 right?

    Do you want to know how you get the shader to look like this? and as such textures to work compleatly right?

    well I know PARTLY what the hell is missing, the problem is I can't work out how to get it to form that long list as we see in the HW2 test ships, I mean i can get it to form a line across with everything but not the dropping list.

    Below the shader input section is an Extra attributes section and yes, by changing things in here you can change the Attributes of the shader itself,

    Now also looking at the shading script its inital sett up has
    Code:
    static Texture $diffuseOn
    static Texture $diffuseOff
    static Texture $glowOn
    static Texture $glowOff
    for the thrusters.st

    and
    Code:
    static Texture $diffuse
    static Texture $glow
    Now for those who use maya that last one is definatly well nice and 'normal' it's the only two you ever see.

    But if you look at say again the Hiigaran Carrier file we have you see that ship.st should also be possible to list

    Code:
    Texture $shadow
    Texture $normals
    Texture $normalizationCube
    Texture $enviromentCube
    Texture $passThrough 3d
    Colour $teambase
    Colour $teamstripe
    Colour $keyLight
    Colour $fillLight
    Colour $ambient
    this is further backed up in the ship.st file on lines 4, 25, 49

    Code:
     line 4
    
    simple base(Texture $diffuse, Texture $glow, Colour $teambase, Colour $teamstripe, Colour $fogColour, Colour $addColour, Colour $shadowColour)
    
    line 25
    
    simple light(Texture $diffuse, Texture $glow, Colour $teambase, Colour $teamstripe, Colour $fogColour, Colour $addColour, Colour $shadowColour)
    
    line 49
    
    simple fog(Texture $diffuse, Texture $glow, Colour $teambase, Colour $teamstripe, Colour $fogColour, Colour $addColour, Colour $shadowColour)
    So the question on the shaders that we should be asking isn't more of relic didn't give us the right stuff.. and BUT what did they leave out? I mean the info on assigning textures etc is VERY VERY poor in the relic info, they do not tell you much about the shaders at all, you have to remember that..

    So does any one out there know how to get maya to produce a list of static instead of a string from the attribute line?

    -Rob

  2. #2
    Member
    Join Date
    Nov 2003
    Location
    Sol
    This isn't a problem at all.

    You don't have to use ship.st, just duplicate the sample shaders and use in your scene.
    "its big... but.. nothing compares to the might of the foundry! ... zept maybe the Megastation... and, even that doesnt compare to the awe and greatness that is Unicron." - TyrealMathias
    --
    The TS30+ Networking Thread

  3. #3
    starfleet
    Guest
    yeah but some of us want to be able to work from scratch uni which is why i ask these types of questions :P i mean yeah i could save out all the sample shaders and use them but i shouldn't have to.. i should be able to load in the extra attributes.

    The problem is that all relic gave info on doing was pointing to the shaders yet they also seemed to forget to tell us what the shaders are for.

    ie it's clear that thruster.st is for thrusters on things like the hiigaran carrier cause it uses that shader

    It would be nice if Mecha or some one would tell us
    1. what each shaders is for
    2. what the attributes of each shader are
    3. how to load those attributes in.

  4. #4
    looking at the shaders I think some of the channels are extracted by the other code. It seem that there are nested sections that only use a certian color range or a certian alpha range. is it possible that these extra shader identifiers are just temporaries generated by the shader itself and not user definable channels?
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    http://warlords.swrebellion.com/

  5. #5
    starfleet
    Guest
    no, looking at each ship, each ship has diffrent shaders in the actual mesh..

    ie the interceptor uses only part..

    plus the haarsuk (yes it finally did get done) would only come out like this....



    and glow etc right when i copied the hiigaran carrier shaders.

    So it has to be a manual set

  6. #6
    Member
    Join Date
    Nov 2003
    Location
    Sol
    What the hell....

    LOL! Hiigaran carrier on steroids.

  7. #7
    starfleet
    Guest
    ok worked out how to get it to do multipul lines of shaders

    atm you have to use the script editor but i got it to work

    say you wanted the same string of shader commands as the Hgn_carrier uses for the shader right? like what i said up there.. well in the script editor you put

    Code:
    setAttr ".hw2ParamList" -type "string" (
    		"Texture $diffuse \n"
    		+ "Texture $glow \n"
    		+ "Texture $shadow \n"
    		+ "Texture $normals \n"
    		+ "Texture $normalizationCube \n"
    		+ "Texture $environmentCube \n"
    		+ "Texture $passThough3d \n"
    		+ "Colour $teambase \n"
    		+ "Colour $teamstripe \n"
    		+ "Colour $keyLight \n"
    		+ "Colour $fillLight \n"
    		+ "Colour $ambient \n");
    Then go to edit execute

    Nothing happened? Wrong..

    Go to the attribute editor and click Load Attributes.

    Now look at the HW2 shader .. notice the diffrence?

    -Rob

  8. #8
    starfleet
    Guest
    ok now the strings

    badges

    Code:
    setAttr ".hw2ParamList" -type "string" (
    		"Texture $badge \n"
    		+ "Texture $mask \n"
    		+ "Texture $diffuse \n"
    		+ "Texture $glow \n"
    		+ "Texture $shadow \n"
    		+ "Texture $normals \n"
    		+ "Texture $normalizationCube \n"
    		+ "Texture $environmentCube \n"
    		+ "Texture $passThough3d \n"
    		+ "Colour $teambase \n"
    		+ "Colour $teamstripe \n"
    		+ "Colour $keyLight \n"
    		+ "Colour $fillLight \n"
    		+ "Colour $ambient \n");
    That will do everything that the hiigaran interceptor, carrier have

    for the corvette it was

    Code:
    setAttr ".hw2ParamList" -type "string" (
    		"Texture $badge \n"
    		+ "Texture $mask \n"
    		+ "Texture $diffuse \n"
    		+ "Texture $glow \n"
    		+ "Colour $teambase \n"
    		+ "Colour $teamstripe \n");
    Thruster.st - as by hiigaran carrier

    Code:
    	setAttr ".hw2ParamList" -type "string" (
    		"Texture $diffuse0 \n"
    		+ "Texture $glow0 \n"
    		+ "Texture $diffuseOn \n"
    		+ "Texture $glowOn \n"
    		+ "Texture $diffuseOff \n"
    		+ "Texture $glowOff \n"
    		+ "Colour $teambase \n"
    		+ "Colour $teamstripe \n"
    		+ "Colour $weight \n");
    Ship.st by hiigaran carrier

    Code:
    	setAttr ".hw2ParamList" -type "string" (
    		"Texture $diffuse \n"
    		+ "Texture $glow \n"
    		+ "Texture $shadow \n"
    		+ "Texture $normals \n"
    		+ "Texture $normalizationCube \n"
    		+ "Texture $environmentCube \n"
    		+ "Texture $passThough3d \n"
    		+ "Colour $teambase \n"
    		+ "Colour $teamstripe \n"
    		+ "Colour $keyLight \n"
    		+ "Colour $fillLight \n"
    		+ "Colour $ambient \n");
    by the corvette

    Code:
    	setAttr ".hw2ParamList" -type "string" (
    		"Texture $diffuse \n"
    		+ "Texture $glow \n"
    		+ "Colour $teambase \n"
    		+ "Colour $teamstripe \n");

    by the interceptor

    Code:
    	setAttr ".hw2ParamList" -type "string" (
    		"Texture $diffuse \n"
    		+ "Texture $glow \n"
    		+ "Texture $shadow \n"
    		+ "Texture $normals \n"
    		+ "Texture $normalizationCube \n"
    		+ "Texture $environmentCube \n"
    		+ "Texture $passThough3d \n"
    		+ "Colour $teambase \n"
    		+ "Colour $teamstripe \n"
    		+ "Colour $keyLight \n"
    		+ "Colour $fillLight \n"
    		+ "Colour $ambient \n");
    i'll look at subsystems in a minute

    ....

    innateSS.st
    - None

    C_module_build_speed
    -ship.st

    Code:
    setAttr ".hw2ParamList" -type "string" (
    		"Texture $diffuse \n"
    		+ "Texture $glow \n"
    		+ "Colour $teambase \n"
    		+ "Colour $teamstripe \n");
    cloaking module
    ship.st

    Code:
    "Texture $diffuse \n"
    		+ "Texture $glow \n"
    		+ "Texture $shadow \n"
    		+ "Texture $normals \n"
    		+ "Texture $normalizationCube \n"
    		+ "Texture $environmentCube \n"
    		+ "Texture $passThough3d \n"
    		+ "Colour $teambase \n"
    		+ "Colour $teamstripe \n"
    		+ "Colour $keyLight \n"
    		+ "Colour $fillLight \n"
    		+ "Colour $ambient \n");
    firecontrol - see build speed
    hyperspace - see cloaking module
    inhibetor - see cloaking module

    Corvette Production
    ship.st
    Code:
    setAttr ".hw2ParamList" -type "string" "Texture $diffuse\n \n";
    - can also be gotten by hitting enter on the extra attributes, then load attributes
    fighter - see cloaking module
    frigate - see corvette
    research advanced - see cloaking module
    etc.

    sorry for repeats but lot to show there :P
    Last edited by starfleet; 16th May 04 at 1:21 PM. Reason: subsystem info

  9. #9
    starfleet
    Guest
    bump could a mod move this to archive dump plz

  10. #10
    starfleet
    Guest
    Just a small update this and http://forums.relicnews.com/showthread.php?t=28285 this will help go in hand along with

    http://www.star-fleet.org/tutorials/texture.rar - video Texturing Tutorial.

    http://www.star-fleet.org/tutorials/maya.rar - video ship set up etc. goes with the text tutorial found in the forums.relicnews.com link above.

    Just so they are known

  11. #11
    Banned Jaen-ni-rin's Avatar
    Join Date
    Mar 2004
    Location
    Poland
    OMG!!!
    Starfleet !
    The maker of tutorial I used to learn the damn maya !

  12. #12
    starfleet
    Guest
    lol glad it helped some one late i know to post by about 4 months buy hey.

  13. #13
    starfleet
    Guest
    http://homeworld.star-fleet.org/#tutorials

    Update on a centeral place to find the links etc for my tutorials and data.

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