Author Topic: Peek a BOO  (Read 525 times)

Legacy_Michael DarkAngel

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Peek a BOO
« Reply #15 on: November 25, 2011, 10:44:10 pm »


               

Vibrant Penumbra wrote...

 Ok, figgered out how to add the dummy (not the dummy button on NwMax '<img'>).


Just for clarification, when pressing the "Dummy" button on the NWMax rollout it remains selected until you click somewhere in the scene thus placing a dummy node where you clicked.

An alternate way of doing this is to select the "Create" tab, select "Helpers" from the buttons at the top, select "Dummy" under the "Object Type" rollout.  Click and drag somewhere in the scene thus placing a dummy node sized by the amount you dragged where you clicked.

If your scene is rather large you may be unable to see the dummy nodes placed using the first way.

'Posted
  MDA
               
               

               


                     Modifié par Michael DarkAngel, 25 novembre 2011 - 10:45 .
                     
                  


            

Legacy_Vibrant Penumbra

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Peek a BOO
« Reply #16 on: November 26, 2011, 05:19:25 pm »


                @SEN: Ok, got all that working (and that means "Thank you for the help!" '<img'> ). That is, the geometry is animated just fine and works in game.  It looks... ok. '<img'> Solved the transparency clipping by removing the inner cone. At least, I *think* that's how I solved it ':blush:'

@Big Guy: Yup. Didn't know it before, but I figured it out by banging on every button I could find like a chimpanzee... a *cute* chimpanzee, I might add '<img'>

@MDA with the cool burning siggy: Ahhh! I just pressed it . Then pressed it and pressed it and pouted and pressed it a few more times. Then I stuck my tongue out at it and *nothing* worked '<img'>.

Now I know.  

And the whirly pool does look ok.  But it is so much more awesome with the animated texture in 3DS '<img'>

Wish I knew why it wont export '<img'>
               
               

               


                     Modifié par Vibrant Penumbra, 26 novembre 2011 - 05:20 .
                     
                  


            

Legacy_Lord Sullivan

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« Reply #17 on: November 26, 2011, 06:56:35 pm »


               

Vibrant Penumbra wrote...

[Sniped]
....  It looks... ok. '<img'> Solved the transparency clipping by removing the inner cone. At least, I *think* that's how I solved it ':blush:' ...


Actually, it is my mistake to have said that with a placeable that is what you get.

To be accurate, as a placeable, that is indeed what you get "Only" if it is placed at design time
and set to static. If it is not static, the tranparency works correctly.
               
               

               


                     Modifié par Lord Sullivan, 26 novembre 2011 - 06:57 .
                     
                  


            

Legacy_Vibrant Penumbra

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« Reply #18 on: November 26, 2011, 07:51:08 pm »


               

Lord Sullivan wrote...
To be accurate, as a placeable, that is indeed what you get "Only" if it is placed at design time
and set to static. If it is not static, the tranparency works correctly.

Ahhh. That makes sense.  ':mellow:'
Not sense in the sense that it should work that way, but sense in sense that that seems to be what happened '<img'>
(and people say I have no sense...!)

I had it static the first few go-'rounds.

Well, I'll give it until the deadline to figure out the animated textures, but I'm otherwise done with this.

It's been fun... '<img'> 

Buhbye!
               
               

               
            

Legacy_wyldhunt1

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« Reply #19 on: December 03, 2011, 02:28:04 am »


               I know you're done with this, and I know that I am not a modeler by any stretch of the word...
However, the peek-a-boo problem made me think of a few people who had that exact same issue with models that they'd import in to the UDK. The models would be fine in 3ds max, but they'd go away in game when viewed at certain angles.
The problem then was the model itself. Apparently, the way that graphics engines process models, each model should be a single solid piece with no holes in the geometry anywhere. Multiple bits should all be welded together (Is that the correct term? Welded?)....
A single unwelded seam can make an object flicker at angles when that seam is visible.
You mentioned that the issue went away when you deleted part of your model? Is it possible that the part you deleted wasn't attached correctly however NWN needs them to be connected?

UDK and NWN are very alien engines, but the technique for rendering to/from your GPU is likely similar. So, I figured I'd mention that. May be obvious/wrong. If it is, I appologize.
Like I said, I'm not a modeler.
               
               

               
            

Legacy_Vibrant Penumbra

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« Reply #20 on: December 03, 2011, 05:44:14 pm »


                Actually, that makes a lot of sense.'^_^'

I had some nasty little issues with flipped normals and a couple other things with the geometry, so I eventually just started over with a minty fresh (like TAD) cylinder, applied the animated texture and then mucked with the vertexes.

After that, and removing the inner cone, the flickering went away and the animated textures animated.

Cool. 'B)'

I hate it when I don't know what I did wrong. I love it when I get it right, though ':lol:'