Author Topic: In the last 11 days VirusMan has done the following impossible things:  (Read 938 times)

Legacy_NWN_baba yaga

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In the last 11 days VirusMan has done the following impossible things:
« Reply #15 on: June 16, 2012, 07:08:33 pm »


               yeah np;)
               
               

               
            

Legacy_s e n

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In the last 11 days VirusMan has done the following impossible things:
« Reply #16 on: June 16, 2012, 07:13:14 pm »


               another implement of texture swapping can be with facial emotes: sad face/smile and so on
               
               

               
            

Legacy_OldTimeRadio

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In the last 11 days VirusMan has done the following impossible things:
« Reply #17 on: June 16, 2012, 07:14:22 pm »


               'Posted
Ok, that should do it.  You'll still need to install NWNCX, this version or later: HERE
               
               

               
            

Legacy_Rolo Kipp

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In the last 11 days VirusMan has done the following impossible things:
« Reply #18 on: June 16, 2012, 07:16:43 pm »


               <feeling his...>

NWN_baba yaga wrote...
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...

Combined with ShadowM's durability system? Progressively more worn items?
Or progressively richer fabrics/trim on clothing? 
Customizable *ingame* shield/amulet/cloak/signs/guild-badges?
Or progressively older PCs...? 

I *really* like the weather-wise effects idea :-) Puddles and ice without spawning placeables, just swap to "wet" or "cold" texture sets...
Edit: Seasonal foliage without the round-robin of tilesets! WooHOO! Blooming/fading flowers in spring! Bare treees in winter! (all alpha, baby!).

<...age>
               
               

               


                     Modifié par Rolo Kipp, 16 juin 2012 - 06:20 .
                     
                  


            

Legacy_Builder__Anthony

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In the last 11 days VirusMan has done the following impossible things:
« Reply #19 on: June 16, 2012, 07:24:43 pm »


               I love invisable objects .......the placeable.I was thinking it has to have some sort of texture but its probally plain.So maybe you can give the invisable object a texture to make it "appear".Let me know your thought on that.Basicly you give it a texture of lets say something flat........blood.It calls in the new texture and whala you have blood.



Oh changeing all these 2das or whatever you have to have it in a custom hak aint it?
               
               

               


                     Modifié par Builder__Anthony, 16 juin 2012 - 06:29 .
                     
                  


            

Legacy_NWN_baba yaga

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In the last 11 days VirusMan has done the following impossible things:
« Reply #20 on: June 16, 2012, 07:36:02 pm »


               NWN is getting better and richer more and more and this year has shown it impresively. Thanks for the demo OTR:)
               
               

               
            

Legacy_Builder__Anthony

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In the last 11 days VirusMan has done the following impossible things:
« Reply #21 on: June 16, 2012, 07:38:42 pm »


               The smiles suggestion just brings all kinds of crazyness.Its like i have so many ideas and i think some really crazy stuff is in store for the future.I mean this is actually like a bioware update.Its bigger news then the last update in my opinion.Im still ticked they left so much hardcoded.
               
               

               
            

Legacy_OldTimeRadio

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In the last 11 days VirusMan has done the following impossible things:
« Reply #22 on: June 16, 2012, 07:49:40 pm »


               

s e n wrote...
another implement of texture swapping can be with facial emotes: sad face/smile and so on

Yep, should work, at least for non-PLT based things.  And as you'll notice I only included the DDS version of my modified texture in the HAK to give people the strong hint that (at least in this case) the effect is not limited to TGA only.  In other words, we can still use the space-saving features of DDS textures. 

I've been trying (unsuccessfully so far) to create a model in such a way as to stifle this effect on certain nodes of the hierarchy. So, I used a troll because the entire model is mapped with one texture.  What I want to do is to be able to use this effect with NPC's, which have different body parts mapped to different textures.  So if I'm lucky, I (or someone else) can come up with a way to make it so when we're applying these new textures, there's only one node in the model which will accept the new texture...that being the face.  So one could change the facial texture of an NPC without having the same texture spammed on all other body parts.  I don't know if that's possible.  I tried it a long time ago just for grins but had no success.

I want to see if we can focus this effect down to just one part of an object.  Would make facial expressions much easier, methinks.

@Rolo - Some of those may not be possible with this effect and some of them are arguably better done using aligned VFX. Assuming the nodes aren't borked anyway: See here and here. Right now this affect spams over the whole model- which is how it was intended in the first place.  However, since we can use DDS with this effect (at least the way I've done it), spamming a full texture of an NPC with only part of it changed would not be terribly intensive, space-wise.  There are some other gaps that need to be filled in such as whether these changes persist when a user leaves and re-enters an area (I don't think the do, so far) and exactly how many of them we get (995-ish?) to play with.  For some reason I'm very sweet on this effect to display power meters with X levels of accuracy, or puzzles where the fill-line of a potion changes as the user increases or decreases it's contents.

Builder__Anthony wrote...
I love invisable objects .......the placeable.I was thinking it has to have some sort of texture but its probally plain.So maybe you can give the invisable object a texture to make it "appear".Let me know your thought on that.

I was thinking about that too, so I think it's a great idea.   '<img'>

I haven't thought up something using that idea which has left the realm of "gimmicky" though.  But it's a solid idea.  I don't think this effect works on static placeables.  If it does, then this would be freaking sweet.  Well, there's still the matter of if this effect persists on re-entry to an area.  I dunno, lots of cool points and potential "gotchas" or drawbacks all mixed together and I'm not sure how it'll sort out.  Someone should throw down a demo using my module as a quick base to build off of.

Builder__Anthony wrote...
Oh changeing all these 2das or whatever you have to have it in a custom hak aint it?

Or the override folder, yes.
               
               

               


                     Modifié par OldTimeRadio, 16 juin 2012 - 06:56 .
                     
                  


            

Legacy_Builder__Anthony

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In the last 11 days VirusMan has done the following impossible things:
« Reply #23 on: June 16, 2012, 07:53:43 pm »


               on creature damage get pc wepon type and assign new texture to bloody wepon!Am i imagining things or is that possible?
               
               

               


                     Modifié par Builder__Anthony, 16 juin 2012 - 06:54 .
                     
                  


            

Legacy_OldTimeRadio

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In the last 11 days VirusMan has done the following impossible things:
« Reply #24 on: June 16, 2012, 08:05:57 pm »


               

Builder__Anthony wrote...
on creature damage get pc wepon type and assign new texture to bloody wepon!Am i imagining things or is that possible?

This effect, right now, only replaces all textures on an object with another, single, texture.  That's how I currently udnerstand things, anyway.

However, since VirusMan is 14 different flavors of kung fu and badass, he released a version of NWNCX almost a year ago which allow for custom weapon VFX.  One could get a little creative and possibly pull what you're saying off with added functionality which VirusMan has already provided. See also, The Amethyst Dragon's neat pack of new weapon VFX which brilliantly explot this.
               
               

               


                     Modifié par OldTimeRadio, 16 juin 2012 - 07:06 .
                     
                  


            

Legacy_Carcerian

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In the last 11 days VirusMan has done the following impossible things:
« Reply #25 on: June 16, 2012, 08:06:11 pm »


               Talking faces / different emotions ala halflife? (Talk, Shout, Cheer, Happy, Angry, Sad, Tired, etc)

'Posted

Could make for awesome cutscenes '<img'>
               
               

               


                     Modifié par Carcerian, 16 juin 2012 - 07:16 .
                     
                  


            

Legacy_gutwrench66kg

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In the last 11 days VirusMan has done the following impossible things:
« Reply #26 on: June 17, 2012, 06:24:58 am »


               that troll is exactly spot on..  so you could opt for a bloody one.. or if death came via fire, change texture to a burned one.
               
               

               
            

Legacy_OldTimeRadio

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In the last 11 days VirusMan has done the following impossible things:
« Reply #27 on: June 17, 2012, 03:24:15 pm »


               'Posted

Edit: Whoops, edited the wrong post and blew away my explanation.  Basically, this is showing the ability to visually change states on a placeable with texture and being able to change the material of the placeable with the envmap switch.  Changing envmap seems to reset texture but I'm not sure if there's any way around that.

'Posted
               
               

               


                     Modifié par OldTimeRadio, 17 juin 2012 - 03:30 .
                     
                  


            

Legacy_Rolo Kipp

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In the last 11 days VirusMan has done the following impossible things:
« Reply #28 on: June 17, 2012, 05:43:02 pm »


               <blowing dust...>

OldTimeRadio wrote...
@Rolo - Some of those may not be possible with this effect and some of them are arguably better done using aligned VFX. Assuming the nodes aren't borked anyway: See here and here. Right now this affect spams over the whole model- which is how it was intended in the first place.  However, since we can use DDS with this effect (at least the way I've done it), spamming a full texture of an NPC with only part of it changed would not be terribly intensive, space-wise.  There are some other gaps that need to be filled in such as whether these changes persist when a user leaves and re-enters an area (I don't think the do, so far) and exactly how many of them we get (995-ish?) to play with.  For some reason I'm very sweet on this effect to display power meters with X levels of accuracy, or puzzles where the fill-line of a potion changes as the user increases or decreases it's contents.

Right. I was thinking about this last night. Basically, any model we wanted to use this on would have to be redone with a series of texture atlases. This also increases the value of reference textures, i.e. using a standard oaktree_*.dds for all oak trees regardless of the actual model geometry would allow you to have the oak trees transition from oaktree_0 (bare branches, winter bark) to oaktree_1 (spring) to oaktree_2 (summer) to oaktree_3 (fall) to oaktree_4 (dryad) to oaktree_5 (burned & charred)...

Having species specific reference textures would also allow for a more natural (and less CPU intensive) asynchronous texture swap. I.e. Cherry trees bloom, then apple the meadow flowers. The forests gradually shift from summer green to the reds & oranges of fall. Etc.

But, yes. I see no way to taget specific objects on a model. Barkskin & stoneskin, et al replace *all* texture references. Or, more accurately, divert (temporarily) the texture pointer for all objects on the model.

Building texture atlases is a lot of work and will simply not work with the dynamic models (PC), but I can see a huge benefit for tiles and placeables. Can we do this to tiles? Hmmm... my gut says no. Hope I'm wrong.

<...off an old atlas>
               
               

               
            

Legacy_Failed.Bard

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In the last 11 days VirusMan has done the following impossible things:
« Reply #29 on: June 17, 2012, 07:46:59 pm »


               There's  NWNXFuncs_GetSurfaceMaterial(location lLoc)  in the windows version of Funcs, that seems to return the tiles surface material, so it must be possible to target a specific tile through the nwnx extensions.  I don't know of any specific functions to return the tile itself or modify the settings though.

 I expect VirusMan would have a much better idea if that was possible than I do.