Author Topic: Model shadow hanging toolset on area load.  (Read 367 times)

Legacy_Borden Haelven

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Model shadow hanging toolset on area load.
« on: July 06, 2011, 02:53:48 am »


               Why does the goemetry from this model (a_anubis.mdl) https://skydrive.liv...F62DB1267AD!126 cause the toolset to hang when I add it to a tile and enable shadows. It passes STLCheck and I've run it through CleanModels and it loads without shadows. I turn shadows on replace it in my hak, reload toolset and it locks on area open... What am I missing. <Wibble>'Posted
               
               

               
            

Legacy_Bannor Bloodfist

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Model shadow hanging toolset on area load.
« Reply #1 on: July 06, 2011, 03:12:18 am »


               Because you have it set as a single object.  NWN can NOT handle processing a shadow for such a complicated object.

You have three choices,
1) Leave the shadow off.
2) break the statue into multiple pieces.  Ears, basic face, arms, legs, chest, hair, etc.  
3) create a shadow box, simple shapes, preferably rectangular, with render turned off, and shadow turned on.

NWN can not cast a shadow for any concave shape at all.  and the more curves it has, the more trouble it has.

In this case, you have over 5k total polys, and the engine is dying attempting to figure out what face should cast a shadow.  It recalculates that data, for every step your PC takes.  Not the object, but your PC.  Anytime you move, the engine has to stop and recalc every possible visible shadow.
               
               

               
            

Legacy_OldTimeRadio

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Model shadow hanging toolset on area load.
« Reply #2 on: July 06, 2011, 03:20:36 am »


               There are two things about this model that cause concern:
1. It's 5,000 polies and you want NWN to volumetricly shadow it.  That's not going to happen or if it does, it's not going to be pretty.
2. It's probably uncompiled.  Compile your tile.

The much easier way to go about this is to turn Render on & Shadows off on the statue but make a fake skeleton for it which has Render turned off but Shadows turned on.  And by "fake skeleton" I mean a vastly simplified model which will not choke the volumetric shadow system.

Your model is 5,000 polygons.  This model is 188,095 polygons:
'Posted
The model in the video loads instantly, displays flawlessly and might as well almost be a chest as far as NWN is concerned.  It is this way because I do not ask NWN to make volumetric shadows for it and I compile it prior to starting the game.
               
               

               
            

Legacy_Borden Haelven

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Model shadow hanging toolset on area load.
« Reply #3 on: July 06, 2011, 04:45:26 am »


               I'm just testing atm and so aren't compiling. I get your point about splitting it Bannor. I've used simple un-rendered shapes to approximate shadows on other models so will do that for this beast. I was just wondering why simply turning on shadows would make it fall over. I did find that faces in sections of it had somehow flipped themselves but I've fixed them and it still coughs and dies. I think I've over done the polys in the group as a whole and this is the final straw... Optimising time I think. LOL Having seen your airship OTR I think I'll go back to my Lego. LOL
               
               

               


                     Modifié par Borden Haelven, 06 juillet 2011 - 03:49 .