Author Topic: Peek a BOO  (Read 524 times)

Legacy_Vibrant Penumbra

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Peek a BOO
« on: November 24, 2011, 08:52:14 pm »


                I am not a happy camper *pout*

I finally got around to putting my 9m whirlpool in a module and testing it out in game.  It plays peek-a-boo!':blink:'

Depending on what angle I look at it, it's all there or completely gone!

'Posted

There's another odd thing about my mischievous vortex... when my PC stands behind it (lightened area) only his boot is visible... ':?'

'Posted


Help? ':crying:'
               
               

               


                     Modifié par Vibrant Penumbra, 24 novembre 2011 - 08:52 .
                     
                  


            

Legacy_Lord Sullivan

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« Reply #1 on: November 24, 2011, 09:24:50 pm »


               Ah yes, good old limitations of the engine.

Not sure what could make it disappear in certain angles as I don't know how you designed it
and what NWN parameters you gave it (3D Design) and/or (In-Toolset).

But the transparency issue... well you'd have to make it a (Tile) for the tileset in order
to see your character through your model, but there are still some issues like (Shields)
and (weapons) not being visible through the model as a (Tile) if your character has them equiped.

As a placeable, this is what you get as shown in your image.
               
               

               


                     Modifié par Lord Sullivan, 24 novembre 2011 - 09:25 .
                     
                  


            

Legacy_Vibrant Penumbra

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« Reply #2 on: November 24, 2011, 09:39:06 pm »


                Well, I can live with the transparency, er, clipping or whatever... But the now-U-C-it-now-U-don't just wont fly. Or swim.<>

In the toolset, it's just a static placeable.

The biggest experiment, really, is using Babayaga's animesh animated texturing technique. 

But I really don't know how that is making it flicker when I move the camera...

Update: removed all the animated texture and it still peeks and makes me boo ':crying:'
               
               

               
            

Legacy_lordofworms

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« Reply #3 on: November 24, 2011, 11:08:49 pm »


               do you have the model linked to an "a" node? out of curiosity? also in the placeables.2da make sure you are not trying to 'reflect' any images, your ENVMAP should be set to ****.

really funny though , when I first looked at that I was like? wait? how did she get my copy of undersea v10? cause that whirlpool looks almost identical to my own (built into the tileset itself, so  placing is dependent upon the tile itself.

I guess incredible minds think alike eh Penumbra?
               
               

               
            

Legacy_s e n

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« Reply #4 on: November 25, 2011, 11:06:30 am »


               you just change super model type and its ok, cant remeber wich type is ok, probably tileset or other
               
               

               
            

Legacy_s e n

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« Reply #5 on: November 25, 2011, 11:13:30 am »


               ok i checked, open your model in notepad, change the classification to Character, save and see that really should make the trik
               
               

               
            

Legacy_Vibrant Penumbra

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« Reply #6 on: November 25, 2011, 03:29:01 pm »


               Hey, Big Guy! :happy:

lordofworms wrote...
do you have the model linked to an "a" node? out of curiosity?

Nope. Just pressed ok when it said to make the animroot plc_whrlpl_9m '<img'> How do I add an "a" node? That "dummy" button didn't seem to do anything '<img'>

also in the placeables.2da make sure you are not trying to 'reflect' any images, your ENVMAP should be set to ****.

Yipper! '^_^' Did that.

I got rid of the inner cone and now it doesn't flicker, but I can't get the silly texture anim moving again ':pinched:'
'Posted
Here I noticed my normals were flipped (That sounds so naughty!)

really funny though , when I first looked at that I was like? wait? how did she get my copy of undersea v10? cause that whirlpool looks almost identical to my own (built into the tileset itself, so  placing is dependent upon the tile itself.

Darling, I am a creature of shadow, you know '<img'>

I guess incredible minds think alike eh Penumbra?

 
Or Big Guys never notice a little "vp_snatchnrun" service in their system tray? :innocent:

'Posted

So I doubled the faces of the cone & top and got this cool interference effect (because I forgot to animate the texture on the outer faces... but I like it '<img'> Animates great... in 3DS <>

And, somehow, that weird clipping just disappeared when I removed the inner cone...

'Posted

But without the whirling dervish, a whirl pool is just a pooh-l ':huh:'

Guess I better re-read Bannor's toot=]

Tootles!
               
               

               


                     Modifié par Vibrant Penumbra, 25 novembre 2011 - 04:00 .
                     
                  


            

Legacy_Vibrant Penumbra

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« Reply #7 on: November 25, 2011, 03:33:13 pm »


               Hey cutie '<img'>

s e n wrote...
ok i checked, open your model in notepad, change the classification to Character, save and see that really should make the trik

Did that, but it was already character.  Think it's something to do with nesting translucent, alpha-mapped animesh inside each other '<img'>

Sometimes I try too hard:blink:
               
               

               
            

Legacy_s e n

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« Reply #8 on: November 25, 2011, 03:35:33 pm »


               weird... you set your transparencies under the a node?
               
               

               
            

Legacy_Vibrant Penumbra

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« Reply #9 on: November 25, 2011, 03:47:55 pm »


                Nope. Don't have an "a" node. The model base is the anim root. The geometry itself is translucent with an alpha mapped version of Baba yaga's water texture (beautiful water!).
That part all works well. But the animated texture in 3DS just sits there in game.<><>

               
            

Legacy_s e n

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« Reply #10 on: November 25, 2011, 03:59:51 pm »


               try adding an a node then, its a simple dummy that shares position and name of the model base but you add an a at the end of the name (es model abc would become abca), you link the a node to the model base and you link to the a node the stuff you get animation (or transparencies, though thats not always neeeded)
               
               

               
            

Legacy_s e n

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« Reply #11 on: November 25, 2011, 04:02:46 pm »


               another thing you should check is teh classification in notepad AFTER you exported the model, since both nwmax and cm3 may change the classification at their likings, even if you dont ask them
               
               

               
            

Legacy_Vibrant Penumbra

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« Reply #12 on: November 25, 2011, 04:27:49 pm »


                Ok, figgered out how to add the dummy (not the dummy button on NwMax '<img'>). Did that. Double-checked my classification in np++... "character".  While I was there, scrolled down to anim node... only one anim node?

Hmmm, and in the UVW xform, the sampling interval says "-60". How do I change that to Bannor's "25"? (# of samples is 0)

Oh, and none of the above changed anything ':?'
               
               

               


                     Modifié par Vibrant Penumbra, 25 novembre 2011 - 04:32 .
                     
                  


            

Legacy_s e n

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« Reply #13 on: November 25, 2011, 05:28:20 pm »


               just one dummy yep

with animesh you set the number of samples, and on export nwmax will calculate the interval automatically by getting the number of frames from the animation in your model, so its good if you synch xform with animation of model, thats all you have to do..

i suggest you to change a few classifications and see what happens: especially Tileset, Other and Character... try to set different linkage of the meshes, maybe you dont need to put everything under the animation node... also, if you dont animate verts, you can just step back from animesh and make a simple animation of the whirpool... i suggest you 1st to solve transparency rendering issues without animesh or other animations involved, then adding animations once you have everything rendering correctly
               
               

               
            

Legacy_lordofworms

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« Reply #14 on: November 25, 2011, 06:59:04 pm »


               just open Gmax or 3ds max(whatever your using) and under helpers select 'dummy' , then click and drag (it creates a box), reposition it to 0.0.0, change its name to the name of your model+a, so if my placeable model base was called "whirlpool' just call the dummy "whirlpoola", then link it to the model base, THEN link the alpha models to that dummy node then re-export.