Sorry for not replying last night. I have better computers but this machine I'm on now is my "favorite" and for some reason the system decided to start blue screening so I decided to call it a night.
OldMansBeard, thanks for chiming in. From what I saw last night, and I tested it pretty extensively, what you described is the phenomena I'm seeing.
The particular tile I chose was named sen69_g01_05.mdl and which was labeled "B" in the previous screenshot I posted. It did not appear to have any defect to cause the issue, including a lip at the top and a lip at the bottom and the ramp portion on the sides. To the best of my observations, the face angles on either side of sen69_g01_05.mdl appeared to match each other perfectly. All vertices on the edges seemed perfectly placed. I tried a number of different methods to identify that this was related to smoothing groups and everything I did pointed to yes. I used a white texture, a null texture, I even used a transparent texture which TXI-directed to gold sphere environment map (this was mostly just to help me see it more clearly) and the problem was
still present (
Fig 1). With no smoothing, the join between tiles was
"perfect" (
Fig 2), except now the problem was pushed onto the tile itself in the form of the disparity in angles between the lip and the ramp.
Note, though, that the problem does not cause a complete seam, only a seam that manifests certain spot (or range?) in Fig 1, above. That spot appears to be where there's a disparity in the angle (probably over some specific threshhold) of the vertex normal. These observations seem in line with OldMansBeard's analysis above. Examine the screenshot below:
Vertex A (I've circled the root to make it a little clearer) points straight up, which I'm calling the "lip vertex normal angle". Vertices B point up at an angle, the "ramp vertex normal angle" and C is the "transition vertex normal angle". They're all different. While a
face whose vertices (or possibly just edge vertices) match either A or B vertex normal angles will smooth across tiles, any
face which contains mismatched vertex normal angles (or angles over a certain threshhold) such as the triangle which contains vertices in A & C doesn't appear to.
The above is my attempt at a thesis for why there's a partial seam, partial blending in Fig 1.
I tried what I think is an analog to the first of the two ways OldMansBeard suggested addressing the issue (but using Max) last night by using the Edit Normals modifier, selecting vertex normal A (from the screenshot above) and coping the value to all remaining vertices either along the edges or in all verts in all faces along that tile edge. Like
this(Fig 3). The problem is, as OldMansBeard pointed out, that normal information like that isn't going to "stick". Over the last year or maybe two I've had reason to extensively try to get changes like this to work their way into Neverwinter without any kind of success.
I dimly recall from using
IDA that during parsing of an ASCII model, NWMain.exe sometimes appeared to be looking for additional information in a line which may have never been produced by either the Bioware Max export plugin or anything else. I'm not asserting that it would be possible to have additional vertex information parsed like this but there are things which I've gotten to
work and (at least) Virusman has gotten to
work which are purely derived from explorations with a disassembler.
Anyway, in vainly trying to solve this particular problem, I relied a lot on information from ThallionStellani, Wayland and Danmar from the Omnibus. I tried all of the suggestions/"solutions" they give in the Omnibus thread "Tile Lines" as well as the chamfer technique Velmar refers to at the very end of Omnibus thread "Tiles: long polygons are bad?" It seems very similar to the technique OldMansBeard mentions in his reply above. It just didn't work for me on this tile and it could be chalked up to poor execution on my part.
I also tried all kinds of other things, from blending smoothing groups on a model which I'd added the extra "buffer" faces Thallion suggested, to doing the same variations with a chamfer. I also tried rotating the faces on the ramp in such a way that their angle of incidence was reduced with the lip, soemthing which didn't appear to address the problem and tended to "walk" the problem seam down the edge of the tile.
(turns empty pockets out)
I can't code so that's about where I have to stop. I'm not an expert in tiles but this particular tile and the problem itself seemed straight-forward enough. Hopefully someone else might be interested in taking a crack at it. I would really like to know what the "solution" for that specific tile is, if there is one.
Modifié par OldTimeRadio, 18 mars 2013 - 04:14 .