Author Topic: Adding lighted windows to the Witcher conversion tileset  (Read 1277 times)

Legacy_Frush O'Suggill

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Adding lighted windows to the Witcher conversion tileset
« on: July 02, 2016, 12:23:33 am »


               

I've been working on adding animated lights to TheOne's Witcher conversion tileset, using selfillumination on a modified window texture, along with animated Aurora lights. I have everything but the tavern and church done, and those should be finished soon. All the animations work smoothly except for Night2Day - for some reason the lights all blink off at sunrise instead of fading out. Also, if you change the time through scripting or console, the animated selfillumination doesn't play predictably, i.e. windows that should be lit at night sometimes stay dark.


 


Has anyone else encountered this problem? Is it an inherent limitation of using that method?


 


Here are a couple of shots to show what the buildings look like at night. I'll be glad to put the models on the Vault if I can smooth out the bugs...


 


rJYEKgj.jpg


 


pCZOELV.jpg



               
               

               
            

Legacy_ShadowM

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Adding lighted windows to the Witcher conversion tileset
« Reply #1 on: July 02, 2016, 04:56:49 am »


               

Yeah drop it on the vault and I take a look at it, probably the animation is off a little. Looking good '<img'>



               
               

               
            

Legacy_Frush O'Suggill

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Adding lighted windows to the Witcher conversion tileset
« Reply #2 on: July 02, 2016, 02:57:39 pm »


               

I think I figured out the problem; I had made the Dday2Night and Night2Day animations 10 frames long. I changed it to 2 frames and it seems to be working correctly now.



               
               

               
            

Legacy_Frush O'Suggill

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Adding lighted windows to the Witcher conversion tileset
« Reply #3 on: July 03, 2016, 02:22:51 pm »


               

All the buildings are finished and will be posted to the Vault. The real credit for this belongs to TheOneBlackRider, who did all the work converting the models to NWN. Feel free to incorporate them into the original hak, if you find them of adequate quality.


 


There iis still an issue with the animations not updating if the time is changed through the console. I haven't checked if it's also a problem when the time is changed with scripting, but I suspect it is. It is fixed when the player leaves and re-enters the area, though. I don't know if this is just a bug in the engine, but if anyone wants to look at the models and see if the error is there, have at it.


 


Link to the Vault: http://neverwinterva...d-witcher-tiles


 


These are the church windows. I changed the texture to work better with the lighting.


 


 


pfqnHEg.jpg



               
               

               
            

Legacy_TheOneBlackRider

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Adding lighted windows to the Witcher conversion tileset
« Reply #4 on: July 12, 2016, 04:18:14 pm »


               

Sorry for my slow reply. I've been away (vacations) and in addition to that, my router got fried by lightning...


 


But, thank you for doing this and for the door fix! I linked your project to "my" project page.


 


A question:


How did you test, if everything is working correctly? When using the day2night/night2day script function, first it works ok (day2night). Now, when I switch back to day, only some windows unlit and some stay lit (example rural house 1a - right front window stays lit, but there are more).


Using an "advance time a few hours" script doesn't work too well = windows not reacting.


So how do you do your testing? Quickening the values of time passing in the module properties? If yes, what values do you use?



               
               

               
            

Legacy_Frush O'Suggill

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Adding lighted windows to the Witcher conversion tileset
« Reply #5 on: July 13, 2016, 03:20:37 am »


               

I wasn't able to figure out why the animations don't cooperate when you change the time through scripting or console command, but I agree it is an unfortunate shortcoming that I was unable to fix. It does sort itself out when you leave and re-enter the area. I checked it with 2 min per hour, and it cycles through the animations correctly over the normal course of the day. You can jump from early day to late day, or early night to late night, and it works fine, but jumping from day to night or night to day messes things up as you have seen. If anyone has a solution, I encourage them to alter my work as they see fit.