Author Topic: Tile Magic  (Read 849 times)

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Tile Magic
« Reply #15 on: September 19, 2012, 05:29:36 am »


               

henesua wrote...
And that said... if anyone would like to help me with submerged freshwater placeables. Drowned trees that had fallen over into a lake and lost their leaves.

I just came across plc_dwd01.mdl->plc_dwd04.mdl for the logs and plc_rock01.mdl->plc_rock04.mdl for the water-smoothed rocks.   Not too bad as starter pieces.
               
               

               


                     Modifié par OldTimeRadio, 19 septembre 2012 - 04:33 .
                     
                  


            

Legacy_Just a ghost

  • Full Member
  • ***
  • Posts: 244
  • Karma: +0/-0
Tile Magic
« Reply #16 on: September 19, 2012, 08:02:23 am »


               I made three PLCs with that mist of yours, Henesua. 1x1, 4x4 and 8x8. They work quite well. Also made PLCs out of the fumes emitter in that Steamworks tile. Want 'em?
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Tile Magic
« Reply #17 on: September 19, 2012, 09:38:15 am »


               @Just a ghost - Of Course! Thank you. You should post screenshots and a link to your project page too. That way if others are interested you'll get more downloads.

@OTR - true.
               
               

               
            

Legacy_Just a ghost

  • Full Member
  • ***
  • Posts: 244
  • Karma: +0/-0
Tile Magic
« Reply #18 on: September 19, 2012, 10:07:39 am »


               I will have a look at that later. Programming a lot of stuff and that needs to be finished soon. Here's some fog:

http://www.amiaworld.net/cc/fog.zip

It's just the models and a text file with the 2da lines. I took the hak that was mentioned above, repaced its mist texture with the one you mentioned from Steamworks, and made three versions by gutting mist layers. The method used in the hak is pretty brutal: he layers 39 emitters on top of each other. Not sure what old GVF-cards will think about that.

I also included my original tries with the Steamworks fog thinghy.

"Tile, Fog 1 1x1"   - Fog 1 is the Steamworks fog on a simple flat surface
"Tile, Fog 1 4x4"
"Tile, Fog 1 4x4"
"Fog 2" - These are the fumes above the Steamworks water tile as a PLC
"Fog 3" - experiment with the wild woods fog emitter, not that good
"Fog 4" - Steamworks fumes, variation
"Fog 5"  - Steamworks fumes, colored
"Fog 6"   - Steamworks fumes, colored
"Fog 7"   - Steamworks fumes, colored
"Tile, Fog 2 4x4"  - New one, 39 layers
"Tile, Fog 3 4x4"  - Layers halved
"Tile, Fog 4 4x4"  - layers quartered

I bet there must be something in here that suits your taste.
               
               

               


                     Modifié par Just a ghost, 19 septembre 2012 - 09:24 .
                     
                  


            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Tile Magic
« Reply #19 on: September 19, 2012, 10:32:28 am »


               Thanks
               
               

               
            

Legacy_Just a ghost

  • Full Member
  • ***
  • Posts: 244
  • Karma: +0/-0
Tile Magic
« Reply #20 on: September 21, 2012, 07:18:59 am »


               O, the 8x8 is buggered. It's at 10 m above ground level. Can give you a fixed version if you like, but I doubt its usefulness.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Tile Magic
« Reply #21 on: September 21, 2012, 04:47:33 pm »


               Thats fine. Don't sweat that one.

I'm currently engrossed with TLK and 2DA edits for spells in my Arnheim setting.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Tile Magic
« Reply #22 on: December 14, 2012, 03:05:32 pm »


               I'm revisiting tilemagic these days. I found a great tile in Lord Rosenkranz's Immersive Swamp. His swamp is black with what looks like a green lotus leaf. The black plane doesn't work BUT in his top hak for builders the black plane is transparent, and you just see the plants. So I took this tile, made the bottom transparent as well, and renamed it. Now my water ways and pools can be covered with clusters of round green leaves.

'Posted
               
               

               


                     Modifié par henesua, 14 décembre 2012 - 03:06 .
                     
                  


            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Tile Magic
« Reply #23 on: December 15, 2012, 05:46:10 pm »


               I've encountered some oddness while testing some tiles for tilemagic purposes.

I like the cobble street appearance in Zwerk's Roman City so I decided to add it to the visualeffects.2da. And today I experimented with it and noticed that when used as a VFX its light turns on when the player runs on to it, and turns off when they step off of it. (tile: tcr01_a20_01) This could be very interesting if someone figures out what is going on, and how to take advantage of it.

lights off
'Posted


lights on
'Posted


Another tile (tno01_m01_04)  a dirt tile from TNO always has a dim light on when used as a VFX. 
               
               

               


                     Modifié par henesua, 15 décembre 2012 - 05:47 .
                     
                  


            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Tile Magic
« Reply #24 on: December 15, 2012, 05:57:10 pm »


               here's the light info from the mdl:

node light tcr01_a20_01ml1
 parent tcr01_a20_01
 position 0.0 0.0 5.0
 orientation 1.0 0.0 0.0 0.0
 wirecolor 0.694118 0.337255 0.101961
 radius 14.0
 multiplier 1.0
 color 1.0 1.0 1.0
 ambientonly 0
 nDynamicType 0
 affectDynamic 1
 shadow 0
 lightpriority 5
 fadingLight 0
endnode
node light tcr01_a20_01ml2
 parent tcr01_a20_01
 position -2.0 -2.0 4.0
 orientation 1.0 0.0 0.0 0.0
 wirecolor 0.694118 0.337255 0.101961
 radius 5.0
 multiplier 1.0
 color 1.0 1.0 1.0
 ambientonly 0
 nDynamicType 0
 affectDynamic 1
 shadow 0
 lightpriority 5
 fadingLight 0
endnode
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Tile Magic
« Reply #25 on: December 15, 2012, 06:00:04 pm »


               <wondering...>

affectDynamic 1?
How does that and nDynamicType compare to tno01_m01_04?

we might try adding lights to other VFX...?

<...out loud>
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Tile Magic
« Reply #26 on: December 15, 2012, 06:03:28 pm »


               Here's the light nodes (this is the project q version by the way)
node light tno01_m01_04ml1
 parent tno01_m01_04
 position -1.5 -1.5 8.5
 orientation 1.0 0.0 0.0 0.0
 wirecolor 0.537255 0.0313726 0.431373
 radius 14.0
 multiplier 1.0
 color 0.639216 0.639216 0.639216
 ambientonly 0
 nDynamicType 1
 affectDynamic 1
 shadow 0
 lightpriority 5
 fadingLight 1
endnode
node light tno01_m01_04ml2
 parent tno01_m01_04
 position 1.5 1.5 9.0
 orientation 1.0 0.0 0.0 0.0
 wirecolor 0.0196078 0.521569 0.0196078
 radius 5.0
 multiplier 1.0
 color 0.639216 0.639216 0.639216
 ambientonly 0
 nDynamicType 1
 affectDynamic 1
 shadow 0
 lightpriority 5
 fadingLight 1
endnode
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Tile Magic
« Reply #27 on: December 15, 2012, 06:15:12 pm »


               deleting the light nodes removed the behavior... if that helps. '<img'>
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Tile Magic
« Reply #28 on: December 15, 2012, 06:23:02 pm »


               <nodding...>

So the on-again/off-again behavior was with nDynamicType 0 and the always on behavior was nDynamicType 1.

Next experiment: Add the nDynamicType 0 light node to another vfx model and see if it lights up :-)
But then... how is the light being triggered? Hitting the walkmesh of the tilemagic tile (that is ignored for walking...)? Or simple proximity?

Might not work for a VFX model that doesn't have a WOK...

But try it on a tile that doesn't have a light.

<...thoughtfully>
               
               

               


                     Modifié par Rolo Kipp, 15 décembre 2012 - 06:24 .
                     
                  


            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Tile Magic
« Reply #29 on: December 15, 2012, 06:26:33 pm »


               the always on light was always on. The dynamic light would turn partially on when you were at a certain distance, but this did seem to be at the edge of perception.... Although fully on may have been what you are surmising. Let me produce a test tile.

notepad++ to the rescue