Author Topic: A coupel of question in the matter of doors  (Read 851 times)

Legacy_s e n

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A coupel of question in the matter of doors
« Reply #30 on: October 18, 2012, 10:45:09 am »


               Thanks, I am about to give it a look!

I think I will share a new discover in the matter of doors: you know that ugly weird behavior that makes door meshes fade/disappear when they arent in line of sight with the char. especially ugly for the drawbridge included in dla's castel rural. well, randomly found the trick to bypass it. just add a txi file for all the textures used by the door (I added blending punchtrough, but maybe other settings do the same) and you get the door always rendering!
               
               

               
            

Legacy_s e n

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A coupel of question in the matter of doors
« Reply #31 on: October 18, 2012, 10:47:12 am »


               I didnt try inherit the emitter because the rotation issue makes it anyway useless. tried that for spawning trees and played with chunck setting without finding a way to get it a lot in the past
               
               

               
            

Legacy_s e n

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A coupel of question in the matter of doors
« Reply #32 on: October 18, 2012, 11:27:50 am »


               Got it '<img'> removed the blue aura with skinmesh. the self illumination of the mesh stands still, but is a big step this one! so, there are 3: sam, mesh aura and mesh self-illumination. we have the solutions to the first 2, missing the 3rd one!
               
               

               
            

Legacy_Zwerkules

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A coupel of question in the matter of doors
« Reply #33 on: October 18, 2012, 01:08:30 pm »


               

s e n wrote...

Thanks, I am about to give it a look!

I think I will share a new discover in the matter of doors: you know that ugly weird behavior that makes door meshes fade/disappear when they arent in line of sight with the char. especially ugly for the drawbridge included in dla's castel rural. well, randomly found the trick to bypass it. just add a txi file for all the textures used by the door (I added blending punchtrough, but maybe other settings do the same) and you get the door always rendering!


You can also do that by setting the alpha of all visible parts of the door to 100.0 instead of 1.0. That way the door won't fade.
               
               

               
            

Legacy_NWN_baba yaga

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A coupel of question in the matter of doors
« Reply #34 on: October 18, 2012, 05:11:05 pm »


               @sen
I have updated the castle interior set with the door included. The maintexture is missing i know at least you got the geometry. I think i used either a retextured PQ door or one of the heads yeólde doors, so i wasnt the original creator;)
2 doors are used in the demo module, they appear at the toplist of the door dropdown menu, a door 2da is included.
               
               

               


                     Modifié par NWN_baba yaga, 18 octobre 2012 - 04:19 .
                     
                  


            

Legacy_s e n

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A coupel of question in the matter of doors
« Reply #35 on: October 18, 2012, 08:44:51 pm »


               Baba, no more files in your project '<img'> something gone wrung!!

Z: cool beans! I think skinmesh and aura trimesh dont go hand in hand though, at least it crashes my toolset when i export a skinmesh with an aura trimesh modifier applied to it '<img'>
               
               

               
            

Legacy_NWN_baba yaga

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A coupel of question in the matter of doors
« Reply #36 on: October 18, 2012, 10:01:23 pm »


               meh... you know i just love the "manage files option" button.... it´s there now!
               
               

               
            

Legacy_s e n

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A coupel of question in the matter of doors
« Reply #37 on: October 19, 2012, 01:38:36 pm »


               Thanks, I got it!! Probably I wont use it though, I think I will go for some 1x2.25, with the arching starting at 1.50 and a single beam stone as lintel(?), 1 meter wide doors can be safely snapped into the building mesh without a lot of vert movement to second the holes !!