Author Topic: Crystal texture  (Read 718 times)

Legacy_Just a ghost

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Crystal texture
« on: November 06, 2012, 03:29:19 pm »


               I'm brooding on an abyssal tileset, of which I want to let crystal shards be the defining feature. I am thinking in the direction of the blasted wasteland of Guild Wars after the Searing, if that rings a bell. But in overdrive.

'Posted

So, my question is simple: I can make the shards, but I am clueless about the finer details of texturing and lighting. I want them blod red, shiny, reflective, slightly opaque, and with a touch of inner light. The effect is basically like a ruby that's catching a bit of light.

'Posted
'Posted

Any clues?
               
               

               


                     Modifié par Just a ghost, 06 novembre 2012 - 03:29 .
                     
                  


            

Legacy_Bannor Bloodfist

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Crystal texture
« Reply #1 on: November 06, 2012, 03:41:40 pm »


               Dla released a tutorial on glass / crystal type stuff.  It is located here:  DLA Glass Tutorial
               
               

               
            

Legacy_Just a ghost

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« Reply #2 on: November 06, 2012, 03:55:47 pm »


               Whootsies!
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #3 on: November 06, 2012, 08:03:05 pm »


               meep... i saw before i read... nm!'<img'>
               
               

               


                     Modifié par NWN_baba yaga, 06 novembre 2012 - 08:03 .
                     
                  


            

Legacy_s e n

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« Reply #4 on: November 06, 2012, 08:28:07 pm »


               My personal suggestion is to animate the light pulse (be it trimesh self illum or a proper light dummy, or both!!)
               
               

               
            

Legacy_Just a ghost

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« Reply #5 on: November 07, 2012, 09:24:52 am »


               Anybody knows of some nice examples?
               
               

               
            

Legacy_s e n

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« Reply #6 on: November 07, 2012, 12:16:18 pm »


               bioware crystals arent a bad start
               
               

               
            

Legacy_Rolo Kipp

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« Reply #7 on: November 07, 2012, 05:03:11 pm »


               <clawing his way...>

You might look at the crystals six did in his Abyss tilesets for the 2011-10 Demonic CCC
'Posted

For the reflection/transparency, you can look at what Cestus did with Red Mercy (placeable version) in the 2012-05 New Weapons CCC
'Posted

<...out of the abyss>
               
               

               


                     Modifié par Rolo Kipp, 07 novembre 2012 - 05:03 .
                     
                  


            

Legacy_Just a ghost

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« Reply #8 on: November 07, 2012, 05:51:27 pm »


               O, the last one is what I am looking for!
               
               

               
            

Legacy_Just a ghost

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« Reply #9 on: November 08, 2012, 08:11:19 am »


               Alright, getting somewhere. Strange things happens, though. I was testing some reflection settings in the 2da file and noticed quite a difference in looks when I see the PLCs in the toolset. When I test in game I see no difference at all. Seems the environment maps are ignored. Wut's up, doc?
               
               

               
            

Legacy_Just a ghost

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« Reply #10 on: November 08, 2012, 09:52:03 am »


               Ohhh... and a realted question: is it possible to merge a few primitive shapes into one trimesh?
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #11 on: November 08, 2012, 03:18:37 pm »


               If they all share the same texture just attach the meshs together...you know how to do right?'<img'>
If they use different textures use a skinmesh instead.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #12 on: November 08, 2012, 03:49:56 pm »


               

Just a ghost wrote...
Alright, getting somewhere. Strange things happens, though. I was testing some reflection settings in the 2da file and noticed quite a difference in looks when I see the PLCs in the toolset. When I test in game I see no difference at all. Seems the environment maps are ignored. Wut's up, doc?

I believe what's going on there is static objects take their environment map from a .txi file (i.e. a text file with the same name as the texture you applied to the mesh, and with the line "envmaptexture (your envmap texture)" in it), while non-static paceables are going to get their environment map from the file (if any) listed in the "reflection" (sp?) column in placeables.2da.

Just a ghost wrote...
Ohhh... and a realted question: is it possible to merge a few primitive shapes into one trimesh?

If you mean "primitive" literally, here's how you'd want to do it.  If you mean it from a more beginner's standpoint, the first two minutes of this is probably an easier way of going about it.  BTW, instead of Editable Poly you'll want to use Editable Mesh.

Actually, Editable Poly is pretty much superior to Editable Mesh for doing just about anything, but they use quads instead of triangles so you'll likely have to convert it over to Editable Mesh before you export.  The reason why I say "likely" is because NWMax can export some things without them having to be converted into an Editable Mesh by hand.

Edit: Oh, and as Baba said, you definitely don't want to be attaching meshes which use different textures.
               
               

               


                     Modifié par OldTimeRadio, 08 novembre 2012 - 03:53 .
                     
                  


            

Legacy_Just a ghost

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« Reply #13 on: November 10, 2012, 12:36:10 pm »


               Got a nice texture!

New riddle: I am transforming the desert tileset into a kinda outdoor hell. There's one tile that drives me insane, p04_01. When I take this tile out of the unpatched SoU bif, change the tilename to dst02_ (filename and model), and put it in my hak I get the dreaded 'walking in thin air' bug. I looked at the model in NWMAx, it looks fine. I exported it, no use. When I go back to the set file and change the reference to the original ttd01 tile, everything works fine, except that one desert tile in a wasteland looks a bit odd. So I wonder if this tile is somewhere in a patch (I can't find it)?
               
               

               
            

Legacy_OldTimeRadio

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« Reply #14 on: November 10, 2012, 03:59:42 pm »


               When you export the tile a corresponding WOK file should be generated for it.  Is that happening?