Author Topic: Tile Magic  (Read 850 times)

Legacy_Rolo Kipp

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« Reply #30 on: December 15, 2012, 06:55:57 pm »


               <circling closer...>

So it may be a proximity thing, perhaps an extension of the light radius itself (turn on at 200% radius or something).

If so, it *might* be useable to produce the spotlight effect on placeables that Grey Fox was looking for... (though he did find his own solution).

<...to the light>
               
               

               


                     Modifié par Rolo Kipp, 15 décembre 2012 - 06:56 .
                     
                  


            

Legacy_henesua

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« Reply #31 on: December 16, 2012, 06:24:47 am »


               Crazy idea:
I'd like to be able to dynamically turn a tile's source lights on and off. It would be interesting to have the lights flash on when a PC enters the tile, and then wink out when they leave....

Would it be possible to take a tile with source lights, and strip out everything but the source lights? I'd then take this MDL and use it as a VFX. The VFX could be applied as TileMagic on the same tile as its original, when the source lights are needed to illuminate, and despawned when they go out.


Crazy idea#2:
Toggle on "OrientWithObject" column for a tilemagic VFX in visualaffects.2da. Would this enable you to rotate the tile magic VFX? I suspect it would. Testing to follow. '<img'>

[edit] "OrientWithGround"... does that cause the VFX to orient with the tile? Hm.....
               
               

               


                     Modifié par henesua, 16 décembre 2012 - 06:35 .
                     
                  


            

Legacy_henesua

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« Reply #32 on: December 16, 2012, 07:07:15 am »


               OrientWithObject does enable the VFX to rotate with the object. I'm going to turn it on for my tilemagic.
               
               

               
            

Legacy_henesua

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« Reply #33 on: December 16, 2012, 05:58:15 pm »


               Dangly Mesh works with tilemagic. The animesh of the ocean water for TNO also works.

Just sayin!

[Edit: I was wondering how that animesh works and whether we could tie animations to the "lighton/off" with enter/exit of the tile]
               
               

               


                     Modifié par henesua, 16 décembre 2012 - 06:04 .
                     
                  


            

Legacy_henesua

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« Reply #34 on: December 17, 2012, 05:44:47 pm »


               hmmm.... just noticed that tilemagic doesn't receive shadows. is that everyone else's experience?
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #35 on: December 17, 2012, 06:23:47 pm »


               cant help you here, never used tilemagic myself. Just saying;)
               
               

               
            

Legacy_henesua

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« Reply #36 on: December 17, 2012, 06:31:53 pm »


               great potential here, especially if tileset makers released some TileMagic VFX assets to go along with it.

For example, you made those beautiful animations in your Ravensclaw Forest tileset, the animations which turn on flowers etc... I think applying them as a VFX would be very interesting because it enables them to be a dynamic feature. Perhaps the VFX flowers only show up during certain months on the game calendar. Or when the forest is healthy and vibrant.

Anyway, I think its a great way to complement an existing tileset.

I'm currently working on dynamic ghostly trees using Six's spectral wood tileset.
I've pulled the water surface vegetation out of some tilesets (deleting all meshes but the plants) so that I can lay it over any water tile... perhaps when a waterway becomes choked.
I also pulled that ocean water with the animesh out (and deleted the sandy bottom) so that I can overlay it on a tidal marsh as rising tide.

Lots of cool ways to use this.
               
               

               


                     Modifié par henesua, 17 décembre 2012 - 06:33 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #37 on: December 17, 2012, 06:33:47 pm »


               so the flowers as visual effects? so you can spawn/ despawn them via scripts right.
               
               

               


                     Modifié par NWN_baba yaga, 17 décembre 2012 - 06:35 .
                     
                  


            

Legacy_henesua

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« Reply #38 on: December 17, 2012, 06:35:36 pm »


               thats just an example. Could be amazing for trees. Fruti trees. Flowering trees etc....

I've also wondered if applying snow to a tile could be a VFX.....
               
               

               


                     Modifié par henesua, 17 décembre 2012 - 06:36 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #39 on: December 17, 2012, 06:37:28 pm »


               yeah i know '<img'> i just wanted to get your idea clear into my abyss of a brainnnnnnnnnnnnnnnn... more braaaainnnssss...
               
               

               
            

Legacy_henesua

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« Reply #40 on: December 17, 2012, 06:46:40 pm »


               One idea I've thought of for awhile would be an orchard tile in a custom rural tileset or say Q's extended TNO tileset, then accompanying this tile would be VFX's for the flowering on the tree, dropping of the petals on the ground, subsequent fruiting, also coming into leaf, and  then dropping of the leaves with leaves sitting on the ground.

its a subtle thing that doesn't affect game play, but goes very far toward "ambiance".
               
               

               


                     Modifié par henesua, 17 décembre 2012 - 06:49 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #41 on: December 17, 2012, 06:49:24 pm »


               NWN farm simulator 2.0 ? whenever i think about this deep ambience i see a bit of ultima '<img'>
               
               

               


                     Modifié par NWN_baba yaga, 17 décembre 2012 - 06:50 .
                     
                  


            

Legacy_henesua

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« Reply #42 on: December 17, 2012, 06:49:41 pm »


               lol!
               
               

               
            

Legacy_Rolo Kipp

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« Reply #43 on: December 17, 2012, 06:54:13 pm »


               <musing...>

Can tilemagic textures override tile textures? Winter? Spring?...

<...out loud>
               
               

               
            

Legacy_henesua

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« Reply #44 on: December 17, 2012, 06:58:18 pm »


               its just a VFX like any other. So its like a coat that the tile puts on, or jewelry.