Author Topic: new concept of waterfalls  (Read 1045 times)

Legacy_YeoldeFog

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new concept of waterfalls
« Reply #45 on: January 06, 2014, 02:02:13 pm »


               I give up! I have tried every tutorial there is, and I am a miserable fail! I can't do this, the gods won't let me.

Please, can someone help me make a a couple of placeables of this?

What I want in priority order

1. Flowing river 1200 cm wide and 2000 cm long. (that is 1,2 x 2 tile).
2. Flowing river that bends to the left (same size, 45 degree bend)
3. Flowing river that bends to the right (same size, 45 degree bend)
4. Flowing river with a 22,5 degree angle. Would be awesome if the start and the end could slope aswell.

Extra points of you can somehow make it seamless, so if I put one of this tiles against each others, the transition between the water would be smooth and seamless! '<img'>

Thank you in advance, whoever you are!
               
               

               


                     Modifié par YeoldeFog, 06 janvier 2014 - 02:03 .
                     
                  


            

Legacy_NWN_baba yaga

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new concept of waterfalls
« Reply #46 on: January 08, 2014, 04:16:15 pm »


               it´s not easy to do this simple thing for nwn so it´s ok to give up on that one. 3dsmax animated textures are just a mess in a tileset based environment.
               
               

               
            

Legacy_YeoldeFog

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new concept of waterfalls
« Reply #47 on: January 08, 2014, 08:14:45 pm »


               I've managed to take your curved flowing water and move the vertices to create a straight flowing water instead. Beyond that, things are starting to get messed up. Sometimes, the model just rotates and twists randomly, leaving a useless model and I need to restart.  -.-
               
               

               
            

Legacy_OldTimeRadio

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« Reply #48 on: January 08, 2014, 08:21:40 pm »


               YeoldFog, I'm not set up to do this for you but here's a 3 minute tutorial on how to make a scrolling texture placeable completely from scratch in GMax.  Perhaps between Bannor's tutorial and my video, things will make more sense?  After this process has been completed on a segment, the segment can be bent and the flowing effect will "stick".  But any mesh bending must occur after the scrolling effect is applied.

However....

YeoldeFog wrote...
Extra points of you can somehow make it seamless, so if I put one of
this tiles against each others, the transition between the water would
be smooth and seamless! '<img'>

Heh heh, that part I can't recall off the top of my head.  The animations and seams are either going to magically sync up or not.  Like a lot of things in the Aurora engine, great things are possible to pull off but sometimes difficult or impossible to pull off like you want.

So, if you throw your hands up in the air on that process, there is a different way to go about creating flowing water- on a flat plane, anyway.  You may already be familiar with it, but Gaoneng's deliciously sneaky flowing river demo might meet your needs.  This is done with placeables which simulate water waves over an otherwise unmoving water surface.  The Amethyst Dragon expanded the concept with his Flowing Liquidds 1.1.  I believe that either Gaoneng and/or TAD's work made it into CEP, FWIW.
               
               

               
            

Legacy_henesua

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new concept of waterfalls
« Reply #49 on: January 08, 2014, 09:51:47 pm »


                I made a minor update to the flowing liquids. Rather than squarish particles they look round, and thus the illusion is just a little more believable. Also instead of blue water, it looks more like white froth.

Flowing Water v1.2

'Posted
               
               

               


                     Modifié par henesua, 08 janvier 2014 - 09:53 .
                     
                  


            

Legacy_YeoldeFog

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new concept of waterfalls
« Reply #50 on: January 09, 2014, 10:04:04 am »


               OldTimeRadio: I already use the flowing water in other areas. But I think I will have another go with Baba's water! It's too delicious to ignore! '<img'>

Henesua: I tried it, and I agree, the texture is much better, but I think it delivers bigger chunks. For small rivers it would look good but it looks strange on wide rivers.
               
               

               
            

Legacy_henesua

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new concept of waterfalls
« Reply #51 on: January 09, 2014, 02:52:59 pm »


               

YeoldeFog wrote...

Henesua: I tried it, and I agree, the texture is much better, but I think it delivers bigger chunks. For small rivers it would look good but it looks strange on wide rivers.


I'm confused by what you mean by "bigger chunks". I did not change the particle size or anything about the emitters.
               
               

               
            

Legacy_YeoldeFog

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« Reply #52 on: January 10, 2014, 01:00:35 am »


               Strange, I hope I haven't looked at the wrong VFX. Need to check it out again! '<img'>
               
               

               
            

Legacy_Master Jax

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« Reply #53 on: January 10, 2014, 06:31:56 am »


               Is there a clip of the new updated pack? Also, is it compatible with shiny water?
               
               

               
            

Legacy_Killmonger

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« Reply #54 on: January 12, 2014, 06:29:18 pm »


               Well I've studied the tutorials (Ty Bannor, OTR)
But I just can't seem to animate the texture in max7...
Upon building the linked model, applying the UVW Xform (without animesh for now) and attempting to animate what I get is not animated. I have followed the steps very carefully.
As the first offset is applied, the texture does move but when I proceed to the second offset key frame the texture reverts to the start point and won't budge.
I have noticed that my key frames are tri-coloured. (red, green, blue) Could it be (my) tga texture?
What is my error?
               
               

               
            

Legacy_Bannor Bloodfist

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new concept of waterfalls
« Reply #55 on: January 13, 2014, 09:46:23 pm »


               Check your private emails here.  I need a real email address for you (can't use your nick from here) that I can send you a dropbox link to a fairly empty, public folder.  From there we can share files a bit.  Note that I am using max2013 which means I can read anything you create, but you won't be able to actually read the .max scene file from me.  However, may I can take a look at what you have already created, and tell you what is missing or what is wrong with it.
               
               

               
            

Legacy_Killmonger

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new concept of waterfalls
« Reply #56 on: January 14, 2014, 03:48:30 am »


               Well that would be fine...
Done and done.
I'm confident that it is something simple but it still eludes me