Author Topic: helmet as hair  (Read 900 times)

Legacy_GianniAgn

  • Full Member
  • ***
  • Posts: 127
  • Karma: +0/-0
helmet as hair
« Reply #15 on: May 25, 2012, 10:58:37 pm »


               Any chance to make helmet alpha channel work as transparency?
               
               

               
            

Legacy_GianniAgn

  • Full Member
  • ***
  • Posts: 127
  • Karma: +0/-0
helmet as hair
« Reply #16 on: May 25, 2012, 11:03:53 pm »


               Can anyone link that OTR thread, reading his profile but cant find it..
               
               

               
            

Legacy_Lord Sullivan

  • Hero Member
  • *****
  • Posts: 671
  • Karma: +0/-0
helmet as hair
« Reply #17 on: May 25, 2012, 11:04:32 pm »


               

Carcerian wrote...

I think I have seen people use texture sizes above 512, but it is not recommended, as they can cause undue lag, and some video cards cant display them...

The Best Texture to use is a DDS, as it has different samples of an image, based on how close you are to the object.
TGAs still will work just fine in most cases, esp for development, but for a final package DDS are nice...


If a video card can't display over (512 x 512) textures... the system it is in must be so ancient that it can't possibly be
able to run NWN.

Most Video cards when NWN was released can display a max texture size of (2048 x 2048) with/without lag, depends
on the card. Most can quite comfortably display (1024x1024) textures.

However, today, there shouldn't be an issue using (1024 x 1024) textures as a standard for all textures, DDS, TGA, PLT, etc...

If there are people with machines that are so ancient still today... well I'm not sure what to say about that wihout sounding arrogant and/or insulting while I would still be right and blunt on the issue.
               
               

               
            

Legacy_GianniAgn

  • Full Member
  • ***
  • Posts: 127
  • Karma: +0/-0
helmet as hair
« Reply #18 on: May 25, 2012, 11:08:51 pm »


               Cant understand why my custom helmet still using it's PLT original texture.. How to make it using TGA texture?
               
               

               
            

Legacy__six

  • Hero Member
  • *****
  • Posts: 1436
  • Karma: +0/-0
helmet as hair
« Reply #19 on: May 25, 2012, 11:41:06 pm »


               Points to his prior (apparently ignored post).

Edit: oops, link in my original post broke. Soz
               
               

               


                     Modifié par _six, 26 mai 2012 - 12:16 .
                     
                  


            

Legacy_GianniAgn

  • Full Member
  • ***
  • Posts: 127
  • Karma: +0/-0
helmet as hair
« Reply #20 on: May 26, 2012, 12:10:07 am »


               nowhere can find it.. what thread it was at least?
               
               

               
            

Legacy_GianniAgn

  • Full Member
  • ***
  • Posts: 127
  • Karma: +0/-0
helmet as hair
« Reply #21 on: May 26, 2012, 12:18:47 am »


               u mean that?

http://social.biowar...index/7375275/1
               
               

               
            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
helmet as hair
« Reply #22 on: May 26, 2012, 12:23:52 am »


               How To... Various Tutorials, Tips, and Hints for Making Custom Content

1st link in the list. '<img'>  Helmets work a lot like body parts, so it should help.


Edit: Yup, looks like you found it.
               
               

               


                     Modifié par The Amethyst Dragon, 25 mai 2012 - 11:26 .
                     
                  


            

Legacy_GianniAgn

  • Full Member
  • ***
  • Posts: 127
  • Karma: +0/-0
helmet as hair
« Reply #23 on: May 26, 2012, 12:28:37 am »


               Damn... My english is so bad '<img'> why i learning so bad in university... '<img'>


This is the workflow I use:

1. In G/Max with my bodypart loaded, I introduce whatever new geometry I want.
2. I apply the texture I'm going to want displayed in-game to that new geometry and make sure the UVW mapping on the mesh is to my liking.
3. I then apply a "sacrificial" texture to the same mesh, overwriting the texture I want to be displayed in-game.  I use a very small (32 x 32) TGA texture which only takes up about 5k.  The sacrificial texture is so-called because it is never displayed, only used to trigger the TXI-lookup functionality. Then I export the model.
4. I make a TXI with the same name as the sacrificial texture and use the bumpreplacementtexture command followed by the name of the texture I want to display in-gam


Can anyone explain point  (4) more widely.. 
               
               

               


                     Modifié par GianniAgn, 25 mai 2012 - 11:29 .
                     
                  


            

Legacy_GianniAgn

  • Full Member
  • ***
  • Posts: 127
  • Karma: +0/-0
helmet as hair
« Reply #24 on: May 26, 2012, 12:34:50 am »


               I guess(hope) i get the point '<img'> Do i need to apply special modifiers to my 2 meshes in 3dsmax?
               
               

               


                     Modifié par GianniAgn, 25 mai 2012 - 11:56 .
                     
                  


            

Legacy_GianniAgn

  • Full Member
  • ***
  • Posts: 127
  • Karma: +0/-0
helmet as hair
« Reply #25 on: May 26, 2012, 01:22:58 am »


               Ok i did what it said but still havent results.

1) I make pmh0_head039.mdl in 3dsmax
2) I apply MyHead.tga and make all UV things
3) I apply pmh0_head039.tga (my sacrifice tga)
4) Export
5) Make TXI file with string "bumpreplacementtexture MyHead" (without "), and call it pmh0_head039.txi
6) Copy to override pmh_head039.mdl, pmh_head039.txi, pmh_head039.tga, and Myhead.tga

But recieve that in game:

'Image

What i did wrong? maybe i make not right TXI file?

EDIT: I find mistake, i delet original plt file. When i move it back textures load - but now UV mapping ocasionally destroyed
               
               

               


                     Modifié par GianniAgn, 26 mai 2012 - 12:53 .
                     
                  


            

Legacy_GianniAgn

  • Full Member
  • ***
  • Posts: 127
  • Karma: +0/-0
helmet as hair
« Reply #26 on: May 26, 2012, 01:51:19 am »


               EDIT: No it seems i still can make TXI working, when i return plt it loading plt not my texture ':crying:'

if i delete plt it return me like screen above.
               
               

               


                     Modifié par GianniAgn, 26 mai 2012 - 12:54 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
helmet as hair
« Reply #27 on: May 26, 2012, 06:08:33 am »


               

Lord Sullivan wrote...

Carcerian wrote...

I think I have seen people use texture sizes above 512, but it is not recommended, as they can cause undue lag, and some video cards cant display them...

The Best Texture to use is a DDS, as it has different samples of an image, based on how close you are to the object.
TGAs still will work just fine in most cases, esp for development, but for a final package DDS are nice...


If a video card can't display over (512 x 512) textures... the system it is in must be so ancient that it can't possibly be
able to run NWN.

Most Video cards when NWN was released can display a max texture size of (2048 x 2048) with/without lag, depends
on the card. Most can quite comfortably display (1024x1024) textures.

However, today, there shouldn't be an issue using (1024 x 1024) textures as a standard for all textures, DDS, TGA, PLT, etc...

If there are people with machines that are so ancient still today... well I'm not sure what to say about that wihout sounding arrogant and/or insulting while I would still be right and blunt on the issue.


No worries, your quite right actually. The CODI Ultraloth has a head of 2048 x 2048  alone...
               
               

               
            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
helmet as hair
« Reply #28 on: May 26, 2012, 07:33:20 am »


               Tho really using such a high resolution textures seems overkill, i just reduced the ultra_head texture to 512 and there was no noticeable change in quality, possibly its a case of neverwinter automaticly scaling down  textures above 512...

Not saying big textures aren't good for stuff like giant tileset walls, etc, but for a small item like a head its not as noticable.
               
               

               


                     Modifié par Carcerian, 26 mai 2012 - 09:43 .
                     
                  


            

Legacy_GianniAgn

  • Full Member
  • ***
  • Posts: 127
  • Karma: +0/-0
helmet as hair
« Reply #29 on: May 26, 2012, 10:47:30 am »


               I woke up and again working on head '<img'> what i thinking about - i making WHOLE head with tga texture, maybe method only works if i use PLT + TGA?.. I cant see any other reasons why texture isnt loading.. Its clear that TXI works coz if i delete txi file it loads plt texture, if i return it it loads metallic texture (like on screen)