Rolo Kipp wrote...
I'll update the Vault entry so it's available.
Let me know if there's any other Bioware content that is redirected to their front page :-P
Thanks and will-do. I actually slammed most of that stuff in the Omnibus, at least in HTML form. Someone got the builders reference stuff either on the Vault or on here as a project, can't recall.
If you want to start getting EMBM on things, the easiest way to start is to copy
tcn01_water01.txi to your override directory and rename it to the name of a texture on your mesh. The requirements aren't going to mesh well with your wings, AFAIK: I believe shiny water will have to be on in the options, the object will have to be set to static, the card doing the demo will have to be NVidia and there will have to be static water in the scene, in the form of a water tile. Otherwise, IIRC, it will show up black. At best, it will result in a strange sort of blue "skin" in the shape of your mesh with bright highlights like shinywater.
All EMBM that I've ever seen from screenshots of games looks exactly like this.
I was able to trick it to work on a shield but I don't have the model handy. Basically I did all sorts of strange things in the model hierarchy, like burying a false _a node just under a fake mesh object named after the model base- like really crazy stuff. Even then there was a really bad black shadow thing that went all over the scene and I don't think I figured out how to solve that.
The way shinywater basically works is this: A texture is applied to a mesh with a TXI (like the tcn01_water.txi example, above) and that points to two other textures: A "bumpyshinytexture" (a cubemap, without which EMBM won't work) and a "bumpmaptexture", in this case shinywater.tga. Anyway, the cubemap is nothing special but it
has to be a cubemap. IIRC, shinywater.tga has to be in a specific format (i.e. like the one in game) and its TXI file actually controls what is seen (the water effect), not the actual contents of shinywater.tga.
Now "bumpmapping" in NWN, the way 99.999% of people think about it, is really just non-moving shiny water. Or, put another way, shiny water without the arturo proceduretype. I just think of it as "frozen shiny water". And instead of using shinywater.tga, using a normal map which is appropriate for your texture.
I do not yet know how to make what I consider a true replacement for shinywater.tga though I have been able to fake it with grayscale images. But faking a normal map with a grayscale image, while it sort of works, is not really what NWN is looking for- that's my belief anyway. I believe NWN is looking more for KotoR style normal maps, which are also similar to
Dragon Age:Origins normal maps. Especially in KotoR, two channels of the image hold specially distorted X and Y data.
I'm working on ways to
not have to do it like this, but don't have anything that works yet.
Modifié par OldTimeRadio, 28 octobre 2012 - 08:13 .