Author Topic: Shiny metal  (Read 675 times)

Legacy_dusty.lane

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« Reply #15 on: February 13, 2013, 11:37:25 pm »


               Oh my god that is awesome.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #16 on: February 14, 2013, 12:51:40 am »


               Even though you clearly have shadows on, I can't see that highpoly placeable casting a single shadow from its highpoly geometry.  And that's awesome.

'<img'>

I want to throw a concept your way because there are probably still a lot of triangles hanging out on that statue.  Plain textures don't show 'em off at all.  Textures with an envmap do a better job showing them off.  But as fate would have it, because of the very specific nature of your model, there is one other thing that can be done that should knock it even further out of the park.

Grab this archive:
'Image

Put otr_trns.tga on your mesh where you have the pure gold set to be.  It's a totally "blank" texture.  Either set the reflection column for the placeable to be vdu_envmap015 or leave the placeable as static and the .txi should kick in.  Make sure you have material overrides ticked in your Aurora Trimesh Modifier for the affected mesh objects so the effect is nice and bright.  If the effect doesn't seem to work, delete the first line fo the .txi but leave the second.

If I'm guessing correctly about what the wireframe of your model looks like and your specific base texture choice, that should make your jaw drop.  It's the same sickness behind this, this and this video.
               
               

               
            

Legacy_Borden Haelven

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« Reply #17 on: February 14, 2013, 02:37:17 am »


               'Image

How it looks with OTR's helpful input. '<img'>  www.youtube.com/watch 'Image
               
               

               


                     Modifié par Borden Haelven, 14 février 2013 - 03:55 .
                     
                  


            

Legacy_Borden Haelven

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« Reply #18 on: February 17, 2013, 02:43:54 am »


               Wierd problem just turned up. The placeable version will load in my egyptian crypt but not in my new karnak interior tileset. It crashes when loading. Both areas are in same module. Anybody got a clue?
               
               

               
            

Legacy_cervantes35

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« Reply #19 on: February 17, 2013, 03:55:34 am »


               My guess is your tileset is probably high poly as well and with the total amount of both the tile and the placeable it's a burden which the game cannot support. The egyptian tileset you did was a low poly set that you retexured if I am correct.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #20 on: February 17, 2013, 07:24:07 am »


               

Borden Haelven wrote...
Wierd problem just turned up. The placeable version will load in my egyptian crypt but not in my new karnak interior tileset. It crashes when loading. Both areas are in same module. Anybody got a clue?

Could it be...that the instance of the model in the Egyptian crypt is set to static whereas the one in the Karnak interior isn't?  If you're definitely using the same model in each case, that's something that could be different.  Also, the lighting preset in an area will override some types of shadow settings on the client and that can cause a difference in behavior. 

For a model like that, less than 80-ish components, set to static, shadows unticked on all meshes' Aurora Trimesh Modifier and compiled in advance is good prep.  The "processmodels" compiler in here is a good compiler (usually) for a placeable like that.

I've never known NWN to have any kind of cumulative shadow limit: Either the scene completely loads or fails somewhere along the way, on a model by model basis.  This is complicated by other-than-static placeables and viewdistances which will cause them to be loaded and unloaded on the fly but the given here is that it'll be set to static and so will only loaded at level load time and not unloaded.

There's a remote (?) possiblity that a shadow from another object is falling on your placeable, even as static, and causing a problem.  I can't remember off the top of my head what the rules are in that case.
               
               

               


                     Modifié par OldTimeRadio, 17 février 2013 - 07:34 .
                     
                  


            

Legacy_PLUSH HYENA of DOOM

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« Reply #21 on: February 17, 2013, 07:50:30 am »


               BEAUTIFUL statue and... what was that about a new Karnak Interior...? I'm drooling untidily now...
               
               

               
            

Legacy_TheOneBlackRider

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« Reply #22 on: February 17, 2013, 11:17:57 pm »


               Borden: Again a beautiful piece of work!
               
               

               
            

Legacy_Rolo Kipp

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« Reply #23 on: February 17, 2013, 11:24:30 pm »


               <grins insincerely...>

PLUSH HYENA of DOOM wrote...
BEAUTIFUL statue and... what was that about a new Karnak Interior...? I'm drooling untidily now...

Just had that carpet cleaned, you know >:-/

Other people drool normally <old men, mostly>
*glares at raven* Do you *have* to interrupt me when I'm chiding the drooling, foaming mass of muscle and bon... hmmm...<no, no. go ahead. but it *is* between you and the door>
Point.
But never underestimate a wily old wizard! <huh? no! boss it's seven stor...>

<...before diving out the window>
               
               

               
            

Legacy_Borden Haelven

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« Reply #24 on: February 18, 2013, 12:08:41 am »


               'Image

Drool on...
               
               

               
            

Legacy_Builder__Anthony

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« Reply #25 on: February 18, 2013, 02:33:05 am »


               A idea struck me....maybe a new vfx called weapon light glint.it would just be a small glare of sunlight on a weapon.like the sun sometimes reflects off your weapon.maybe a script that would apply it sometimes.maybe on equip with a random chane of it happening to steel weapons.something cool.
               
               

               
            

Legacy_cervantes35

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« Reply #26 on: February 18, 2013, 04:49:35 am »


               Very nice looking tileset, but what did you find to overcome the crash?
               
               

               
            

Legacy_Borden Haelven

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« Reply #27 on: February 18, 2013, 09:15:04 am »


               I turned shadows off and made a non-rendering shadow plane to provide a shadow. I just cloned the model parts, selected the forward facing faces, deleted them, made the result planar and tidied up by removing oddities (overlaps etc). cloned that and flipped faces made them both shadowed but non rendering. Job done. '<img'>
               
               

               
            

Legacy_Borden Haelven

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« Reply #28 on: February 18, 2013, 11:52:41 pm »


               'Image

As vewed by torchlight. Am I getting carried away again?