Author Topic: Back to Basics - Making a Smithy  (Read 658 times)

Legacy_Borden Haelven

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Back to Basics - Making a Smithy
« Reply #30 on: January 05, 2013, 10:33:58 pm »


               you can use the texture from my powered kiln if you want. '<img'>
               
               

               
            

Legacy_Pstemarie

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Back to Basics - Making a Smithy
« Reply #31 on: January 05, 2013, 10:51:59 pm »


               

Borden Haelven wrote...

you can use the texture from my powered kiln if you want. '<img'>


Thanks for the offer. I've got a texture already. What I'm trying to do is backlight the coals so that cast a mild glow and a soft light. I know AuroraLight is the way to go but I can't seem to get the illumination to work at all.
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #32 on: January 05, 2013, 11:31:34 pm »


               

Pstemarie wrote...

Thanks for the offer. I've got a texture already. What I'm trying to do is backlight the coals so that cast a mild glow and a soft light. I know AuroraLight is the way to go but I can't seem to get the illumination to work at all.

A couple methods I can think of for this.

A) Make the section with jus the coals self-illuminated.

or

'B)' Make the "glowing" parts of the coals transparent or semi-transparent with an alpha channel on the texture.  Just underneath, add a chunk that's self-illuminated and has the default NWN lava texture.  This one might help the coals seem to shimmer a little, as the related .txi for the lava provides slight movement.

The AuroraDLight should illuminate other objects.  Just keep the "flare" out of it. '<img'>
               
               

               
            

Legacy_Pstemarie

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« Reply #33 on: January 06, 2013, 12:19:41 am »


               Giving up on the AuroraLight for now. If someone wants to take a stab at it I'll be glad to send them the model to play around with.
               
               

               
            

Legacy_Tyndrel

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« Reply #34 on: January 06, 2013, 07:55:04 am »


               Thank you, that tutorial is seriously impressive.  '<img'>
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #35 on: January 06, 2013, 09:04:03 am »


               about the aurora Dlight. Why not hide all your geometry/ import the forest big tile feature, remove everything except 1 always on tilelight and set your own preferences for it/ unhide all your geometry again and add it to your base? Thats how i do it when the exporter screws up my new created custom lights.
               
               

               


                     Modifié par NWN_baba yaga, 06 janvier 2013 - 09:04 .
                     
                  


            

Legacy_Pstemarie

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« Reply #36 on: January 06, 2013, 03:03:00 pm »


               Here's a shot of the finished smithy as it appears in game. The village is comprised of the DLA (TNO) Thatch Houses and the Project Q Thatch Hall. The well is another custom piece I made because I wanted the village to have a communal water source that was centered in a cobblestone courtyard. The cobblestone road is a re-texture of the DLA (TNO) Road terrain. I have added chimneys to all the Thatch Houses with Tom Banjo's fabulous smoke emitter he made for Project Q.

'Image
               
               

               


                     Modifié par Pstemarie, 06 janvier 2013 - 03:04 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #37 on: January 06, 2013, 03:56:49 pm »


               <getting his...>

Pstemarie wrote...

Giving up on the AuroraLight for now. If someone wants to take a stab at it I'll be glad to send them the model to play around with.

Shoot it! =)

<...flint and steel ready>
               
               

               
            

Legacy_Pstemarie

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« Reply #38 on: January 06, 2013, 03:59:45 pm »


               

Rolo Kipp wrote...

<getting his...>

Pstemarie wrote...

Giving up on the AuroraLight for now. If someone wants to take a stab at it I'll be glad to send them the model to play around with.

Shoot it! =)

<...flint and steel ready>


LOL. I've tired everything I can think of to get that damn light to work. I even went so far as to...gasp...text-edit the model and paste in a working light node from another model. Guess what - it refused to work! ':blink:'
               
               

               
            

Legacy_Zwerkules

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« Reply #39 on: January 06, 2013, 04:18:51 pm »


               

Pstemarie wrote...

The cobblestone road is a re-texture of the DLA (TNO) Road terrain.


Is that road an extra crosser made from the road crosser or did you replace the texture so the roads will be retextured in the whole tileset?
I don't like the texture DLA used for the roads and your retextured ones look far better.
               
               

               
            

Legacy_Pstemarie

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« Reply #40 on: January 06, 2013, 04:24:04 pm »


               Its a set of replacement textures. I've uploaded them in the spirit of sharing 'B)' You'll also want to change the WOK material on the H-Series of tiles from "dirt" to "stone". I can upload my tiles if you want, but they have the Project Q foliage on three of them.

http://social.biowar...t_file_id=13570
               
               

               


                     Modifié par Pstemarie, 06 janvier 2013 - 04:32 .
                     
                  


            

Legacy_Rolo Kipp

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Back to Basics - Making a Smithy
« Reply #41 on: January 06, 2013, 04:36:57 pm »


               <wiping his peepers...>

Pstemarie wrote...
LOL. I've tired everything I can think of to get that damn light to work. I even went so far as to...gasp...text-edit the model and paste in a working light node from another model. Guess what - it refused to work! ':blink:'

I'd like a crack at fixing that light. Got them working well on the treasure hoard...

<...in an effort to be clear>
               
               

               


                     Modifié par Rolo Kipp, 06 janvier 2013 - 04:52 .
                     
                  


            

Legacy_Pstemarie

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« Reply #42 on: January 06, 2013, 04:48:32 pm »


               <feeling really stupid atm...>

File will be sent shortly.
               
               

               
            

Legacy_Frith5

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« Reply #43 on: January 06, 2013, 04:54:36 pm »


               Great looking results! Hey, it's be cool to be able to turn the smoke on and off on houses by script. Is that possible?
               
               

               
            

Legacy_Pstemarie

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« Reply #44 on: January 06, 2013, 04:56:03 pm »


               The smoke on all the houses is linked to the AnimLoop1 animation on the tiles. Therefore, you should be able to turn it off by script.