Author Topic: RE: Merry Tile Making and Other Assorted Goodness  (Read 859 times)

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #45 on: December 27, 2013, 01:21:02 pm »


               I have transferred the files my BioWare Social Project pages to the New Vault...

neverwintervault.org/project/nwn1/other/pstemaries-vault-stuff-bioware-social
               
               

               


                     Modifié par Pstemarie, 27 décembre 2013 - 01:21 .
                     
                  


            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #46 on: December 27, 2013, 02:27:14 pm »


               Inspired by skittles...

'Posted

We needed more DLA mist colors...and I also made a set that's VERY large!
               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #47 on: December 27, 2013, 04:12:15 pm »


               As a follow-up to the above post - I am in the process of adding mist directly to the pit tiles of the Crypt Tileset. The mist is white, emits particles outside the tile boundaries (makes it look more natural), and is tied to AnimLoop03 so that the mist can be turned ON/OFF.

I'll post screens once all the tiles are updated...

EDIT: The mist attached to the tiles renders in the toolset, but doesn't show in game. Any ideas all you emitter gurus out there?
               
               

               


                     Modifié par Pstemarie, 27 décembre 2013 - 05:25 .
                     
                  


            

Legacy_CaveGnome

  • Sr. Member
  • ****
  • Posts: 432
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #48 on: December 30, 2013, 12:47:24 pm »


               @Pstemarie:

Thanks!!! for your wonderful nwn contributions (love project Q). I was searching for a 2da reference and gladly discovered you uploaded just that :-) Wish i could help you with your emitter problem, but i am a custom content beginner.
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #49 on: December 30, 2013, 02:01:30 pm »


               <taking better...>

Pstemarie wrote...
...
EDIT:
The mist attached to the tiles renders in the toolset, but doesn't show in game. Any ideas all you emitter gurus out there?

Missed this one.

The usual reasons are the spawn type set to 0 or -1 and/or the birthrate set to 0. If the spawntype is wrong, the emitter only emits when the object moves (not too likely in a tile ;-).

Edit: OTR's reply

Can you post the emitter node of the model?

<...better aim>
               
               

               


                     Modifié par Rolo Kipp, 30 décembre 2013 - 02:10 .
                     
                  


            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #50 on: December 30, 2013, 02:06:32 pm »


               Thanks, Rolo. I see that NWMax borked all my emitters on export - bad orientation parameter and spawntype is set to 0. Editing them now in Textpad - if that doesn't work I'll post them.

EDIT: I changed the spawntype from 0 to 1 and now the emitter is messed up in the toolset and still doesn't render in game. In reality, they might not be worth the effort since I have changed the area fog settings and have a really nice effect going. I also don't want the mist being illuminated like emitters tend to be.
               
               

               


                     Modifié par Pstemarie, 30 décembre 2013 - 02:17 .
                     
                  


            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #51 on: December 30, 2013, 02:26:18 pm »


               <referencing...>

You might see what Henesua did.

<...other mages work>
               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #52 on: December 30, 2013, 04:04:19 pm »


               HELP!!!!! This emitter is killing me!!!!

Nasty_Stinking_Emiiter_Tile

I have poasted the entire ascii version of the tile there. It renders in the toolset, but not in game! ':pinched:'
               
               

               


                     Modifié par Pstemarie, 30 décembre 2013 - 04:06 .
                     
                  


            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #53 on: December 30, 2013, 07:07:48 pm »


               Well, I'm moving onto other stuff. I have replaced the tile-based emitters with placeables (23x to be exact) and am not experiencing lag - surprising considering each placeable has 15 emitters on it for a grand total of 345 emitters.
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #54 on: December 30, 2013, 07:35:56 pm »


               <admiring the orrery...>

Ok, had to try a few things, but I got the mist to work in game... by linking them directly to the 'a' node. That great multi-orbiting planetary system you gave it killed the emitters.

So the short answer: They must be linked directly to the 'a' node. Edit: *and* spawntype 1.
Edit 2: Impatient, much? ;-)Edit 3: *And* I had the spawntype reversed. Needs to be type 0 for tiles, apparently.

<...as it sparks and flails and crashes down>
               
               

               


                     Modifié par Rolo Kipp, 30 décembre 2013 - 11:39 .
                     
                  


            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #55 on: December 30, 2013, 07:49:30 pm »


               Cool I'll have to give that a go. I started casting spells and lagged pretty bad.
And yes, patience is not one of my virtues ;P
               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #56 on: December 30, 2013, 10:30:06 pm »


               Ok emitter won't work on the tile because of the z-height. I need it to display the fog at z -2.0. Fog render if the emitter is at Z 0.0, but not if I slide it down below Z 0. I am back to the placeable version and tweaking things to reduce lag.
               
               

               
            

Legacy_Mecheon

  • Hero Member
  • *****
  • Posts: 664
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #57 on: December 31, 2013, 06:31:40 am »


               Could always raise the tileset like the TNO ones
               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #58 on: December 31, 2013, 12:11:40 pm »


               Rolo and I (mostly Rolo) made some considerable progress last night. The tiles now work, but we still haven't figured out how to get the emitter to shut off. That's my goal for today.

EDIT: Since the emitters refuse to do what they are told regarding (turning on/off in the animation sequence), I have decided for the sake of both mine and Rolo's sanity to create a new terrain feature for the crypt tileset - "pit w/ fog"
               
               

               


                     Modifié par Pstemarie, 31 décembre 2013 - 02:03 .
                     
                  


            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
RE: Merry Tile Making and Other Assorted Goodness
« Reply #59 on: January 01, 2014, 09:39:42 pm »


               Gawd... I always hated dealing with Emitters.  They and the NWN Engine, don't seem to like working together, and there is some fairly arbitrary limit to how many will actually process in a given area.

the number one BIGGEST issue is NEVER - EVER - RE-IMPORT a tile with emitters, work strictly on the original 3dsmax scene file or it's gmax equivalent.  ANY re-import will totally trash the emitters.  No-one ever fixed that issue with nwmax as far as I know.  There is code in there that is not handling the details of emitters correctly, and thus trashes them on re-import.

I think I have created a small tutorial on emitters on the HarvestMoon website, but I am locked out of the site currently until I can get my password reset.

I wish I had not lost all the detailed work I had saved on emitters, while working on those tutorials, I had taken an enormous amount of 3dmax screen shots, with detailed explanations of the different options.  (Not all of the options by any stretch of the imagination, but a large part of them)  My intention back then had been to generate a more detailed explanation of working with emitters.

I know I did a huge amount of emitter work in Babylon tileset, but I no longer have the source files or even 3dsmax installed.  Hopefully I will get 3dmax student re-installed sometime before this weekend.  I also have to find my original NWN cd's and all the keys again.