Author Topic: new concept of waterfalls  (Read 1044 times)

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
new concept of waterfalls
« Reply #30 on: October 24, 2011, 04:07:23 am »


               Bump!  I'm still really interested to see a tutorial on this! 
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
new concept of waterfalls
« Reply #31 on: October 24, 2011, 06:24:31 pm »


               

OldTimeRadio wrote...

Bump!  I'm still really interested to see a tutorial on this! 


I am waiting on 2 sticks of ram so I can get my development machine running again.  I am currently not able to run NWN on this laptop (old xp, with only 1gig total ram, and the ram is shared with the vid card, so 3ds and the screen capture utils, etc, won't all run.  Winxp takes up 384meg or more of my available ram, so I am really really limited in what I can accomplish on this ancient laptop.  It also has no mouse, and many broken/missing keys on the keyboard.  I am missing the ctrl key and alt keys, and the spacebar only works when it wants to.  (I have to really bang it hard to get a space.)  GF had poured an entire cup of sugar and cream with just a hint of coffee in it directly onto the keyboard.  (She fell asleep with a full cup in her hand).  So, I guess I am lucky that I can still get access to interenet with this box.

Anyway, give me a couple more weeks, and I will have one created.  My memory should be arriving tomorrow or wednsday and then I have to see if that actually fixes the issue on the dev box or if I am facing some other major repair to it.
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
new concept of waterfalls
« Reply #32 on: October 24, 2011, 07:03:05 pm »


               <drinking some mandrake-root...>

Bannor Bloodfist wrote...
I am currently not able to run NWN on this...  ...So, I guess I am lucky that I can still get access to interenet with this box.

<wiping his eyes surreptitiously> You have no idea how close to home that strikes :-/ I have to shut down everything to use Max. If I want to adjust the texture, I have to shut down Max to use Gimp.  If I want to go online, I have to shut down Max. If I want to *play*, ... you get the idea.  Add that Max takes about 5 mins to start up on my laptop and... I *feel* ya, B.

Anyway, give me a couple more weeks, and I will have one created.  My memory should be arriving tomorrow or wednsday and then I have to see if that actually fixes the issue on the dev box or if I am facing some other major repair to it.

<fingers crossed> Really looking forward to it. You do good work :-)

<...beer in sympathy>
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
new concept of waterfalls
« Reply #33 on: October 27, 2011, 12:57:44 am »


               Ok, memory arrived today, and my pc is back in action (sure wish I could have afforded to actually boost the amount of ram, but at least I can function again).

I have started doing screen shots of this process, but will take a day or two to actually organize everything.  I missed a few shots that I think are needed to show the entire process.  And I have to think a bit about the wording etc...

But the process has started, so it shouldn't take too much longer...

This tutorial is not really showing animation of an AuroraAnimesh object (although that modifier IS required for the process to work), it is only showing the UVW XForm modifier.

However, using the UVW Xform modifier is REALLY easy.
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
new concept of waterfalls
« Reply #34 on: October 28, 2011, 12:03:41 am »


               Ok, first draft of the tutorial is available Here, corrected link  Let me know if I need to make anything clearer (either via new pics or clearer textual explanations.)

Remember, this is NOT a tutorial on how to actually animate an object using animesh.  LIke that which was done in 1.69 Castle, Rural cliff faced tiles where you have animated waves.  In that tileset, the actual water plane itself was animated, NOT the texture.

At some point, I will attempt to create a tutorial on that aspect of using animesh as well.

Again, note that overuse of animesh WILL cause lag, so be careful in how much you use something like this.

One final point:  Baba Yaga's approach, actually animated two different textures, one on each of two objects (one in front of the other).  I did NOT display how that was accomplished, but it is simple enough to extrapolate by doing the same options for both objects, just changing the "V" offset by a different number so they each move a little bit differently to provide a greater feeling of depth.
               
               

               


                     Modifié par Bannor Bloodfist, 28 octobre 2011 - 12:20 .
                     
                  


            

Legacy_Fester Pot

  • Hero Member
  • *****
  • Posts: 1698
  • Karma: +0/-0
new concept of waterfalls
« Reply #35 on: October 28, 2011, 01:09:29 am »


               

Bannor Bloodfist wrote...

Ok, first draft of the tutorial is available Here.  Let me know if I need to make anything clearer (either via new pics or clearer textual explanations.)

Remember, this is NOT a tutorial on how to actually animate an object using animesh.  LIke that which was done in 1.69 Castle, Rural cliff faced tiles where you have animated waves.  In that tileset, the actual water plane itself was animated, NOT the texture.

At some point, I will attempt to create a tutorial on that aspect of using animesh as well.

Again, note that overuse of animesh WILL cause lag, so be careful in how much you use something like this.

One final point:  Baba Yaga's approach, actually animated two different textures, one on each of two objects (one in front of the other).  I did NOT display how that was accomplished, but it is simple enough to extrapolate by doing the same options for both objects, just changing the "V" offset by a different number so they each move a little bit differently to provide a greater feeling of depth.


Can't access the content and I don't want to register just to do so. I'm guessing you'll put the completed tutorial on NWVault for public consumption?

FP!
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
new concept of waterfalls
« Reply #36 on: October 28, 2011, 01:17:08 am »


               Here is the direct link to the post on The Learning Curve forum.  It doesn't require registration.  I just went to HMC and manually navigated to where I guessed it would be.  If you right click on any of the screenshots and select "View Image", a larger image will be visible in which the text is more easily readable.

I'm going to be chewing over this tonight and maybe the weekend.  Looks good so far, Bannor.  Thanks!
               
               

               


                     Modifié par OldTimeRadio, 28 octobre 2011 - 12:19 .
                     
                  


            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
new concept of waterfalls
« Reply #37 on: October 28, 2011, 01:25:54 am »


               Sorry about that, I forgot that I was in "Admin" mode when I copied the link.  I have fixed the original link and it should now work.

As to image quality... Photobucket forces a resize, the original FULL sized images are on my account there, but it will only allow what they call "websized" image links which reduces quality of image etc...  If Harvestmoon ever gets it's new website up and running, I will be able to directly host the real images from a gallery, but I have no real clue if/when the webadmin will get his work done.

Regardless, I can package up the original images, and even the full set of files that I used from BabaYaga's link at the beginning of this thread and post it to the vault.  It might be better in a .pdf format but I don't have a pdf converter.


Edit:  Ok, I do have a way to convert to PDF, but as I edit this, I see things that I could do to make things clearer.  Extra instructions/text to clarify etc.  I hate having to do things 5 or 6 times in different locations, to get the same end result.  So, as originally mentioned, this is the first draft, once I have it re-edited/finalized, I will package up a copy as PDF and post that to the vault.
               
               

               


                     Modifié par Bannor Bloodfist, 28 octobre 2011 - 12:55 .
                     
                  


            

Legacy_YeoldeFog

  • Sr. Member
  • ****
  • Posts: 415
  • Karma: +0/-0
new concept of waterfalls
« Reply #38 on: October 27, 2013, 07:43:11 am »


               Greetings!I have desperately tried to make a straight stream from one of Baba Yagas amazing flowing rivers here, but only ends up with the animation frozen (compared to the bend one). I have a feeling this is a very easy task, and ask if someone can modify the model and make a straight stream.

Also, is there a way to slow down the animation a bit?

Many thanks!
/YoF
               
               

               
            

Legacy_Borden Haelven

  • Hero Member
  • *****
  • Posts: 681
  • Karma: +0/-0
new concept of waterfalls
« Reply #39 on: October 27, 2013, 11:47:07 am »


               

NWN_baba yaga wrote...

_six nailed it. But here is another example of using a curved shape with a scrolling texture...

http://www.xfire.com/video/4e9e70/


A straight, sloping one over boulders would make good rapids...
               
               

               
            

Legacy_YeoldeFog

  • Sr. Member
  • ****
  • Posts: 415
  • Karma: +0/-0
new concept of waterfalls
« Reply #40 on: November 01, 2013, 11:08:52 am »


               Anyone, please? I promise I will use it well! '<img'>
               
               

               
            

Legacy_YeoldeFog

  • Sr. Member
  • ****
  • Posts: 415
  • Karma: +0/-0
new concept of waterfalls
« Reply #41 on: November 03, 2013, 11:07:58 am »


               I tried to remodel it in NWmax, but it ended up with half the texture missing, and the texture was way to fast. Does anyone have a tutorial, or can point me in the right direction of this?
               
               

               
            

Legacy_Killmonger

  • Sr. Member
  • ****
  • Posts: 349
  • Karma: +0/-0
new concept of waterfalls
« Reply #42 on: November 03, 2013, 07:04:22 pm »


               oooh....
aw....
Those flows look great !
This project is very promising
Can "the flowing" come in different widths?
Like BH said, it could make for good rapids
In conjunction with OTR's shuttling riverbank terrain placeables (?) the effect could be very impressive.
Some form of scripting (I imagine like a reverse pinball effect) could handle the effects of current if a character was placed within the flowing area.
imo

Nwn just never ceases to amaze...
Keep up the innovations !! :-)
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
new concept of waterfalls
« Reply #43 on: November 03, 2013, 07:51:37 pm »


               <pointing...>

YeoldeFog wrote...
I tried to remodel it in NWmax, but it ended up with half the texture missing, and the texture was way to fast. Does anyone have a tutorial, or can point me in the right direction of this?

Bannor's excellent wrapup of Baba Yaga's water flow technique sounds like what you need :-)

<...like the old dog he is>
               
               

               
            

Legacy_YeoldeFog

  • Sr. Member
  • ****
  • Posts: 415
  • Karma: +0/-0
new concept of waterfalls
« Reply #44 on: November 03, 2013, 10:18:49 pm »


               <Cheering>

I'll check it out!