Hi,
| Kai wrote: |
| Quote: | | I'd really love to eventually transfer this wealth of information into a dedicated page in our Wiki, so that it is less fragmented, more prominently visible, and easier to find. |
Agreed how do you want us to do this ? What structure is it relying on ? That would be a part besides the actual Cafu content because its more supplemental information. |
Yes, this is a good point and questions.
I think that in the future, the basic structure of the
documentation table of contents should roughly be like this:
Code:
The Map Editor
The GUI Editor
The Model Editor
The Material Editor
At the Core: The Cafu Source Code
Appendix
Section "The Material Editor" would subsume today's sections "The Material System" and "Textures" -- if you have graphical editors, there is less a need to have lengthy technical texts with all the scripting details, for which we now have separate pages anyway (
http://api.cafu.de/scripting/). Regarding purpose, the Material Editor would be presented as a common subtool to all the other programs, the Map, GUI and Model Editors.
Anyways, this is the future, and I just made a few changes to get structurally closer to it:
view differences to TOC side by side.
So, to get back on topic, where should we integrate the material about authoring programs?
Regarding the logical structure, I think that we should have one page titled
Authoring Programs and Tools: Textures and Normal Mapsin today's section "Textures" (or "The Material System"),
and another page titled
Authoring Programs and Tools: Modellingin section "Model Editor".
Alternatives include having both pages in the Appendix, or in a section of their own. I've no fixed opinion on this and am open to any suggestions!
Regarding the contents, the pages should be in the reference style of
viewtopic.php?p=4247#p4247, with the goal of providing (indirect) answers to questions "How do I author models?" and "How do I create textures / normal-maps?"
| Quote: |
| Quote: | | I have never created a normal map for a wall texture from a 3D model myself, and never been quite sure how to do it | It rather simple when starting witch something simple like a wall or ceiling tile that naturally repeats, also wall elements that just need a flat plane as caster for the nmap calculation. Xnormal is very well suited to produce high quality normalmaps and view them on your model. You need however at least a decent 3D app that allows you create complex geometry and to load that into xnormal. |
Thanks!
This would also be a sufficient amount of prose as answer to the "How do I create normal-maps?" question above -- the rest would be the programs and/or links list.
(We should not waste efforts with definitions or lengthy explanations for subjects that are already covered thoroughly either at Wikipedia or Polycount.)
| Quote: |
| I could do a tutorial for that but need still 2 weeks until i can start since we are pretty busy here delivering shots (as usual) |
I'd be very happy about it!, although I must say that for myself, the toughest problem regarding making normal maps is (or was) gaining an "overview" of everything: e.g. how does it work principally (2D conversions vs. 3D renderings), and what programs are available at all, which of those are recommended, which ones are "right" for this purpose?
Such "difficult" questions are my principal motivation here: For example, your answer above, combined with the link to
http://wiki.polycount.com/NormalMap, is enough to remove the feeling of helplessness: I'd next check out specifically Xnormal and e.g. Blender (or 3D Studio Max if I wanted to purchase one). (And thus also largely leaving the scope of the documentation that we can provide here.)
| Quote: |
| In a way yes , Erick Chadwick is the main contributor for this article and is sharing these information on both sites. And yes, tech-artist is a great source as well but like the site name suggests, more tech oriented. |
Ah! I'll have another look then. Maybe it's just right for me!

| Quote: |
Not a whitepaper but a good overview about the tricks Guerrillia Games used for their pretty Killzone Engine 2 (! not 3 which was PS3 Hardware, this one was on PS2 !) engine. Although very focused on PS3 Hardware their publications are worth having a look into http://www.guerrilla-games.com/publications/ It is probably the only European game company next to Crytek, building a proprietary shooter engine and a game (these guys are dutch by the way ). |
Thanks!! I've already browsed through several of their presentations, and certainly bookmarked this page for more thorough inspection!