Author Topic: In the last 11 days VirusMan has done the following impossible things:  (Read 941 times)

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0


               1. Revealed undocumented functionality allowing environment maps to be changed on the fly. (Demo Video)

And released a NWNCX update which:
2. Allows for the creation of new beam effects
3. Allows for dynamic texture replacement.  Like stoneskin, but with whatever you want. (Demo Video)
4. Unlocks four new ProjTypes (Demo Video)

In short, there is some crazy goodness going on in this thread  Check it out and pitch in to help us test all this unbridled coolness.

Thank you VirusMan!

'<img'>
               
               

               


                     Modifié par OldTimeRadio, 16 juin 2012 - 07:18 .
                     
                  


            

Legacy_Rubies

  • Hero Member
  • *****
  • Posts: 508
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #1 on: June 15, 2012, 09:22:49 pm »


               If I could get it working in a compatible way with my launcher I'd love it even more, but that's just me being a bit lazy I guess. Even so it's totally awesome to see how much NWN can be fiddled with. '<img'>
               
               

               
            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #2 on: June 15, 2012, 10:58:37 pm »


               Very impressive, I can see a LOT of potential here!
               
               

               
            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #3 on: June 15, 2012, 10:59:12 pm »


               Reading about  impossible things (the best kind) reminded me about something I wanted to pick your (and everyone else's) brain about....

Ok recently It has been said that items require either a tga, dds, or plt to display, but apparently this is not entirely true...

Take the rather curious case of the "The Solar"

'Posted

While happily frolicking through the depths of the vault looking for the next creature to decapitate (for my heads vivisection) I came across this curious creature from the primordial age of legend (2003) who's wings and halo have a NULL bitmap, but display in a gloriously golden color ingame (assumedly changeable by tweaking applicable RGB values in Model) and a glaring neon yellow in toolset...

When converted to a staff head they continue to function the same way...

'Posted

(toolset)

'Posted

(ingame)

However, once I converted them into floating neck based halos they suddenly began to inherit the skin color channel...

'Posted

and when converted into a PC head they inherit the Tattoo 1 color...

'Posted

Example of the halo itself from a mdl file...

...
node trimesh Halo
  parent neck
  position -0.01 0.01 0.43
  orientation 1.0 0.0 0.0 0.0
  wirecolor 0.556863 0.556863 0.556863
  tilefade 0
  scale 1.6
  render 1
  Shadow 0
  beaming 0
  inheritcolor 0
  rotatetexture 0
  alpha 1.0
  transparencyhint 0
  selfillumcolor 1.0 1.0 1.0
  ambient 1.0 1.0 1.0
  diffuse 1.0 1.0 1.0
  specular 0.0 0.0 0.0
  shininess 10
  center 0.0 0.0 9.83477e-007
  bitmap NULL
  verts 288
    0.0 -0.0703345 0.0
    0.0 -0.0694777 0.00319737
...

Definatly not the way things are done normally (but finding new ways to do things is the whole point '<img'>)
               
               

               


                     Modifié par Carcerian, 15 juin 2012 - 10:37 .
                     
                  


            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #4 on: June 15, 2012, 11:24:08 pm »


               When there is no texture, the mesh usually is white or whatever colour the ambient and diffuse values define. If it is a body part, it will also look metallic.
Your necks probably use a plt which isn't transparent, so the metallic look is gone.
I guess the ambient and diffuse values are ignored because the necks get their colour from the palette.
               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #5 on: June 16, 2012, 12:46:57 am »


               should be env map line in 2da
               
               

               
            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #6 on: June 16, 2012, 12:48:11 am »


               OTR: those vids llok amazing, there is one showing the new beaming options too?
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #7 on: June 16, 2012, 02:46:02 am »


               

s e n wrote...

OTR: those vids llok amazing, there is one showing the new beaming options too?

No (that I know of), but a couple of us have tested it and it works.  I have only tested it in a very basic fashion.  I was unable to get emitters in NWMax to export in a way that didn't crash NWN.  I am 99% sure this has absolutely nothing to do with VirusMan's work, but instead is releated to a NWMax issue I ran into a long time ago when trying to do lightning on placeables.  My Max 5.1 installation was blown away somehow so I can't turn to the original BioWare export scripts.  So maybe there's an issue with NWMax or my workflow and NWMax or maybe my results are not valid for some reason.  Whatever it is, I haven't figured it out yet and I won't be able to produce a demo until I do.

The Amethyst Dragon or someone else might be having better luck, though.
               
               

               


                     Modifié par OldTimeRadio, 16 juin 2012 - 01:48 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #8 on: June 16, 2012, 03:27:15 am »


               The ability to dynamicly color stuff via env map looks like could have a wide range of practical applications, from simple things like rocks (same set of rock models, but you could then use a simple script to color one  set for desert, one for ice, one for forests, one for swamps, etc) to houses, walls, or anything else, without using up filespace and needless 2da lines for redundant recolors...

OldTimeRadio wrote...
...
3. Allows for dynamic texture replacement..  Like stoneskin, but with whatever you want.
...


This one I'll definatly be trying out '<img'>

Elemental Skins, Metallic and Crystaline would all make for spell cool effects.

Same for elemental creatures, Golems, Living Crystal Statues and elementalish subraces '<img'>
               
               

               


                     Modifié par Carcerian, 16 juin 2012 - 02:38 .
                     
                  


            

Legacy_gutwrench66kg

  • Sr. Member
  • ****
  • Posts: 278
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #9 on: June 16, 2012, 06:53:10 am »


               hrmm, texture replacement could net us some injured status/death effects?
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #10 on: June 16, 2012, 05:44:49 pm »


               

usagreco66kg wrote...

hrmm, texture replacement could net us some injured status/death effects?

Something like this-ish?  This is a simple texture replace on a troll to show him bloodied.  Though, now that i think of it, trolls have green blood.  Well, I guess it could be somebody else's blood, heh heh.
'Posted
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #11 on: June 16, 2012, 06:05:08 pm »


               oh man, i just started to think about a few ideas for texture swapping. Maybe adding some water effects on outdoor ground textures depending on the weather or damage textures in general for all kinds of placeables w/o destroying them completely...puff their gone...

OTR: be nice and share your troll demo mod with me '<img'> please
               
               

               
            

Legacy_Builder__Anthony

  • Full Member
  • ***
  • Posts: 180
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #12 on: June 16, 2012, 06:10:27 pm »


               wow this is big
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #13 on: June 16, 2012, 06:17:53 pm »


               stupid me!
               
               

               


                     Modifié par NWN_baba yaga, 16 juin 2012 - 05:21 .
                     
                  


            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
In the last 11 days VirusMan has done the following impossible things:
« Reply #14 on: June 16, 2012, 06:33:00 pm »


               

NWN_baba yaga wrote...
OTR: be nice and share your troll demo mod with me '<img'> please

Didn't mean to play keep-away, this is the most basic implementation of the effect.  In my override directory right now I have an 80% finished tileset, an 95% finished deer, about a dozen aborted experiments and the files associated with them.  Gimme a little bit and I'll sort all that out into something you can play with.