Author Topic: Tile Magic  (Read 848 times)

Legacy_henesua

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« Reply #60 on: December 23, 2012, 04:34:30 pm »


                Another change caused by placeable tiles

'Posted

The camera is able to pass through the edge although players can not. My question: how do these placeable tiles affect visibility?
               
               

               
            

Legacy_Shadooow

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« Reply #61 on: December 23, 2012, 05:26:43 pm »


               placeables hardly could affect visibility, visibility is based on tile and values described in SET file for that tileset - I dont think placeable could alter it so when applying placeables on ground, player walking around will reveal more than 3tiles in advance in all directions no matter there is placeable wall

The only way to solve this is to make a special clean tileset with several tiles which will have walkmesh and visibility set for specific purposes and the tile will appear in toolset as a plane with a letter indicating the walkmesh/visibility node for easy use.
               
               

               
            

Legacy_henesua

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« Reply #62 on: December 24, 2012, 01:52:11 am »


               More experimentation, this time with a better radiation (low) fog. Its a placeable with 10 emitters. Each emitter is .05 apart in height from the next. and emits one 10x10 fog plane which persists. The effect looks good...
'Posted

BUT ... why does the entire "tile" light up in the dark?
'Posted

How do I solve this?

Here's one of the emitter nodes:

node emitter MISTA01
 parent plcfx_tile01
 position -0.00612812 -0.00764999 0.05
 orientation 1.0 1.19209e-007 0.0 -2.38419e-007
 wirecolor 1.0 1.0 1.0
 update_sel 2
 update Single
 render_sel 4
 render Billboard_to_World_Z
 blend_sel 3
 Blend Lighten
 spawnType 0
 xSize 0.0
 ySize 0.0
 inherit 0
 inherit_local 0
 inheritvel 0
 inherit_part 0
 renderorder 0
 threshold 0.0
 combinetime 0.0
 deadspace 0.0
 opacity 1.0
 colorStart 0.862745 0.862745 1.0
 colorEnd 0.862745 0.862745 1.0
 alphaStart 0.1
 alphaEnd 0.1
 sizeStart 10.0
 sizeEnd 10.0
 sizeStart_y 10.0
 sizeEnd_y 10.0
 birthrate 1
 lifeExp 0.0
 mass 0.0
 spread 0.0
 particleRot 0.0
 velocity 0.0
 randvel 0.0
 bounce_co 0.0
 blurlength 10.0
 loop 0
 bounce 0
 m_isTinted 1
 splat 0
 affectedByWind false
 texture plcfx_tile01
 twosidedtex 0
 xgrid 1
 ygrid 1
 fps 0
 frameStart 0
 frameEnd 0
 random 0
 lightningDelay 0.0
 lightningRadius 0.0
 lightningSubDiv 0
 lightningScale 0.0
 blastRadius 0.0
 blastLength 0.0
 p2p 0
 p2p_type Bezier
 p2p_sel 1
 p2p_bezier2 0.0
 p2p_bezier3 0.0
 grav 0.0
 drag 0.0
endnode

               
               

               


                     Modifié par henesua, 24 décembre 2012 - 01:55 .
                     
                  


            

Legacy_henesua

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« Reply #63 on: December 24, 2012, 02:52:47 am »


               Anyone know if it is possible to set an emitter to receive area light but no other kind of light?
               
               

               


                     Modifié par henesua, 24 décembre 2012 - 02:53 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #64 on: December 24, 2012, 02:59:03 am »


               <shooting...>

My first thoughts are to play with the blend settings and the inheritance. If the blend or render settings don't help, maybe making the emitter the child of a dummy or non-rendering geometry might.

<...in the dark>
               
               

               
            

Legacy_henesua

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« Reply #65 on: December 24, 2012, 03:21:48 am »


               I changed
m_isTinted 1
to
m_isTinted 0

and the emitter no longer picks up any light. so it shows up as white mist, rather than inheriting the color of the light.

This may have to do unless I add more emitters in each of the 10 planes, and change the image so that it doesn't read as a square with a cloudy texture.
               
               

               
            

Legacy_Shadooow

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« Reply #66 on: December 24, 2012, 03:49:52 am »


               

Zwerkules wrote...

Henesua, this is a very good idea. I always thought it would be nice if turning on animloops could be scripted.

I just developed a functions Get/SetTileAnimLoop in nwnx. The drawback is that this will not get updated without re-entering the area, so I guess this solution still comes handy especially of someone make a special tileset for that matter as I described  few posts above.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #67 on: December 24, 2012, 05:32:25 am »


               I noticed you were talking about a whole tile lighting up.  NWN uses vertex lighting and when a surface is made of very few vertices, the lighting can break down and unrealistic lighting can result.  "Very few" is like...2 triangles.  I'm not sure if that's what you're seeing or not, though.
               
               

               


                     Modifié par OldTimeRadio, 24 décembre 2012 - 05:33 .
                     
                  


            

Legacy_henesua

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« Reply #68 on: December 24, 2012, 04:25:43 pm »


               

OldTimeRadio wrote...

I noticed you were talking about a whole tile lighting up.  NWN uses vertex lighting and when a surface is made of very few vertices, the lighting can break down and unrealistic lighting can result.  "Very few" is like...2 triangles.  I'm not sure if that's what you're seeing or not, though.


I'm confident that I'm seeing something related to that. I suspect that an a billboard of only 2 triangles is what is produced by an emitter. I think the long term solution is to add more and smaller particles for the fog. That way the entire 10x10 area won't light up at once.
               
               

               
            

Legacy_henesua

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« Reply #69 on: December 25, 2012, 01:02:32 am »


                I worked on the fog today between the festivities, and I'm disappointed.
'Posted

Notice how tiled that is. I broke down the 10x10 placeable into 10 layers of 25 emitters, each creating a 2mx2m billboard. The multiple layers creates the foggy blending, and sense of depth. BUT even at 2x2 billboards, the effect is jarring.

At eye level its pretty though.
'Posted

This particular fog effect will inherit the color of the area lighting and disappears into darkness. Which is achieved with this setting
m_isTinted 1
on the emitter.

I think I'll be going back to 10 emitters each a 10x10 billboard layered one on top of the other, but using the setting
m_isTinted 0

This result creates white fog that will extend into the darkness. But at least it won't look blocky.
               
               

               
            

Legacy_henesua

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« Reply #70 on: December 26, 2012, 03:00:02 pm »


               This is why I want to improve the tilemagic situation...
'Posted
TNO tileset w/ Project Q's Canyon terrain (by Pstemarie).
Water and fog are produced by tilemagic. The water is made from the animated ocean plane in TNO, and the fog is a reworked placeable which I can't remember the original source of.

With scripts I will be able to simulate tidal action around Duivelseiland in Arnheim. Tilemagic is an important piece of that.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #71 on: December 26, 2012, 07:02:49 pm »


               Good idea!  I assume you're keeping the animesh animations in the water?  If you are and you aren't already compiling the model, this model compiler should work for you and it'll save a decent chunk of time when loading a number of models into a scene.