Author Topic: Gmax/NWMax - need help  (Read 2767 times)

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Gmax/NWMax - need help
« Reply #30 on: May 24, 2014, 01:39:41 pm »


               

The problem seems to occur in all the tiles with curved roads. They only have the fake tree shadows coming from the 'long' tree egdes and none from the 'short' ones in the corner. If you are lucky the mesh for the shade texture will consist of four parts and you can select the faces of the corner which doesn't have any shadows and add some by editing the uvw map of those faces alone. If you're not so lucky the whole mesh will just consist of two faces and you'll have to cut out the corner you need to retexture.


In gmax and some other programs like Photoshop Elements the shade01 texture will show as completely black. If you view it with the gimp or irfan view you will see where the shadows are and it will give you an idea which parts of the texture you have to use.


Alternatively you could make an extra shade texture for your tiles which has all the shadows needed for one of the curved road tiles.


 


You could also take a look at the tiles in the TNO tileset which has some roads on tree terrain and apart from the top of the trees the geometry of the meshes is very similar to what you are making.


Edit: It looks like those tiles have the same problem. tno01_d37_01 is also missing the fake tree shadows in the lower left corner.


               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Gmax/NWMax - need help
« Reply #31 on: May 24, 2014, 05:44:29 pm »


               


You could also take a look at the tiles in the TNO tileset which has some roads on tree terrain and apart from the top of the trees the geometry of the meshes is very similar to what you are making.


Edit: It looks like those tiles have the same problem. tno01_d37_01 is also missing the fake tree shadows in the lower left corner.




of course because I only ported the TNO models to TTR, im not a modeller myself, I can only make some repairs but thats it


               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Gmax/NWMax - need help
« Reply #32 on: May 25, 2014, 01:47:25 pm »


               


 


In gmax and some other programs like Photoshop Elements the shade01 texture will show as completely black. If you view it with the gimp or irfan view you will see where the shadows are and it will give you an idea which parts of the texture you have to use.




Unfortunately this doesnt work. Even in Photoshop the texture is plain black. I think this is because of the "alphamean 0.197" setting in ttr01_shad01.txi file.


 


Any way how can i see the texture with alpha? Neither NWN Explorer shows anything other than black plane...


               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Gmax/NWMax - need help
« Reply #33 on: May 25, 2014, 08:39:22 pm »


               

You can use Gimp or irfan view to view the texture. It won't work with Photoshop.



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Gmax/NWMax - need help
« Reply #34 on: May 25, 2014, 09:54:40 pm »


               


You can use Gimp or irfan view to view the texture. It won't work with Photoshop.




Oh, i tried irfan before but I had black background so I thought it doesnt work - changed to white and now I can see it. With that I was able with trial and error method to move the texture verts in a way it looks fine.


 


However, I still dont know how did this shade texture error happened. It seems that the creators of TNO used TTR tree models as a base and only changed trees a bit/added more foliage and the road texture on top of it. So the "shading" mesh in the troublesome ttr01_h37_01 (resp. tno01_d37_01) has exactly same parameters as the one in a corresponding non-road tile ttr01_d01_01 (and the TNO counterpart respective). And same applies for all other tiles. But while the shading in the non-road tiles is connected smoothly for some reason it is not in the version with road. Im guessing the road might made a contrast but its really weird...