Author Topic: Bling that doesn't!  (Read 363 times)

Legacy_Vibrant Penumbra

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Bling that doesn't!
« on: January 29, 2012, 05:54:05 pm »


                'Posted
See that nice gold texture the Great Purple One gave me? Why is the alpha making it transparent instead of envmapped?

If alpha is set to 1 isn't the alpha-layer supposed to be a reflectance map?

*pout*

*tiny voice* help? ':crying:'
               
               

               


                     Modifié par Vibrant Penumbra, 29 janvier 2012 - 06:02 .
                     
                  


            

Legacy_OldTimeRadio

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Bling that doesn't!
« Reply #1 on: January 29, 2012, 06:15:39 pm »


               Try setting the Transparency Hint to 2 (AuroraTrimesh modifier, just above Alpha) and making sure an envmap is defined in the placeables.2da line for it.  If you want to go further you can tick the Over-ride Mat Values tickbox in the AuroraTrimesh modifier and then, at the bottom, adjust how shiny it is.  You might not need to do all those things to get the reflection to work but if you can't get it to work, doing all those things should ensure it.
               
               

               
            

Legacy_ShadowM

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Bling that doesn't!
« Reply #2 on: January 29, 2012, 06:39:06 pm »


               Like OTR said, I just like to add it usually 2da setting I think default is reflective and the other one is see thru. A lot people mess something up in the 2das and wonder why the modeler had a transparency texture.
               
               

               
            

Legacy_Vibrant Penumbra

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Bling that doesn't!
« Reply #3 on: January 29, 2012, 07:02:31 pm »


               Thank you both. You're great! '<img'>

But you were off the mark this time.<>

I had done all that (except playing with the transparency hint, which didn't change anything but I've left it at 2, anyway). I do try to read old threads when I have a problem...'^_^'

But, while playing with all that (and screaming a little and stamping my feet a little more), I noticed my resref was "blueprint".

Eh? ':huh:'

Re-did the placeable wizard and got "blueprint" again. Apparently it doesn't like "Action Duck!" when you start the wizard ':pinched:'

So, made it "action_duck" and changed it's name afterward.
Without reloading the toolset, changing the hak or anything, all of a sudden the icon was shiny ':blink:'

'Posted
Heh. Guess the resref is kinda important '<img'>

Cest la vie...
               
               

               


                     Modifié par Vibrant Penumbra, 29 janvier 2012 - 07:03 .
                     
                  


            

Legacy_Cestus Dei

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Bling that doesn't!
« Reply #4 on: January 31, 2012, 12:23:42 am »


                Well, I don't ken too much aboot "bling", but me problem is similar, if different.

Me door and wall are nae shiny... they are *ethereal*.
With steel.tga texture:
'Posted

Now, afore ye give me the same advice as the ducky lass, I'll let ye know I already followed it. Transparency hint is 2, shiny been anywhere from 10 ta 100 ta 255.

Even more, I tracked down a good reflective texture (ttu01_drkcrystl) an substituted thet. Thet gave me a dirty old reflection...
'Posted

...until I changed it's name ta ttu01_test (on the backside of the wall). Then it were just as ghostly as me good steel.
'Posted
(thet shot taken at the same time as tha reflective one)

Let me repeat thet last bit.
A reflective texture, that works fine as a dds, does nae reflect when extracted to tga and renamed.
There must be sumthin' else goin' on. 

How do I get me steel tiles & doors solid an' shiny?
               
               

               
            

Legacy__six

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Bling that doesn't!
« Reply #5 on: January 31, 2012, 10:00:18 am »


               Facty factual post

There are two ways to set reflectivity instead of transparency on objects in NWN:

- Firstly is by setting the environment map column in the relevant 2da file (eg placeables.2da) to any valid texture or the "default" if you want it to use the tileset's envmap. I suggest using "default" for most purposes.

- Secondly is to use a .txi file with the same name as the texture (eg "MyTexture.txi") containing the text "envmaptexture default", or whatever other environment texture you'd like replacing default. A .txi file is basically just a renamed txt file.

Placeables select a different method depending on whether they're set to static or not in toolset. This likely explains lighty blackness on the surface of the moon's problem. Best practise is to include both a .txi file for the texture and also set the .2da appropriately.

None of the mesh properties like transparency hint and alpha affect reflectivity whatsoever. The alpha model setting applies a floating point modifier to the whole mesh's alpha, giving it a 'flat transparency' if it's below 1. That lets you make models both transparent and reflective if you'd like, combined with a reflective alpha texture. Transparency hint is to do with the order models are rendered in and has very little use in practise IMO as the order meshes are placed in the model do the same job more effectively.

So... if you renamed a working reflective texture and it is no longer reflective, you need to do the two points suggested above for the new texture and placeable.2da entry.



*coughs* wow, that got wordy
               
               

               


                     Modifié par _six, 31 janvier 2012 - 10:08 .
                     
                  


            

Legacy_Rolo Kipp

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Bling that doesn't!
« Reply #6 on: January 31, 2012, 04:03:34 pm »


               <grinning...>

Except for the objects being tile & door, rather than placeable, that tells me a lot. And I am assuming it works the same for tiles as static placeables and for doors as dynamic ones. There must be a ttu01_drkcrystl.txi *somewhere*.
(Edit: I do not know of any 2DA column to put envmap in for tiles/doors. Is there one?)

I'll get Cestus to give that a try with his steel texture. Um, later. He's decamped on me :-/ Out of Fireholt Gold, it seems.

Might transparency hint help the problem of objects/effects inside effects disappearing? Render the outside effect first, then the inside?

On the Snow Fury, the coldeyes effect is invisible until you get inside the snowaura effect (10m), which is pretty damn close to a pretty mean big-nasty.

On the SHoA, at certain angles the *head* inside the bubble of air disappears. A very disconcerting bug in an otherwise rather nice doohickey :-P

Hmmm... reflectance on the bubble, then, is simply a matter of making a txi with "envmaptexture default" to go with the bubble texture?

Now, *that* would be cool.

<...madly>
               
               

               


                     Modifié par Rolo Kipp, 31 janvier 2012 - 04:05 .
                     
                  


            

Legacy_Rolo Kipp

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Bling that doesn't!
« Reply #7 on: January 31, 2012, 04:50:46 pm »


               <nods...>

Well, "envmaptexture default" didn't work, but "envmaptexture tni02__ref01" worked great.
Odd, since tni02__ref01 is the default envmap defined in the .set :-P
'Posted

Thank you much, _six :-)
Now to finish polishing the vault before sending for Cestus...
(Edit: need to tone down that reflection, though. It's not *chrome*)

won't *he* be surprised that I did it <heh, he'll be surprised you did *anything*>
Oh, hush, bird.

<...in satisfaction>
               
               

               


                     Modifié par Rolo Kipp, 31 janvier 2012 - 06:02 .
                     
                  


            

Legacy_Kalindor

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Bling that doesn't!
« Reply #8 on: January 31, 2012, 09:30:27 pm »


               This should totally be on the NWVault's homepage! '<img'>