Author Topic: Crystal texture  (Read 717 times)

Legacy_Just a ghost

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Crystal texture
« Reply #15 on: November 10, 2012, 05:34:53 pm »


               Yups, and when I used it I still went floating. Really weird.

Anyway, this is what I am making...

'Posted
               
               

               
            

Legacy_Rolo Kipp

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« Reply #16 on: November 10, 2012, 06:23:28 pm »


               <illuminating his...>

You might add a little self-illumination to those crystals :-) Make 'em *glow* =)
Looking very wicked, though. I like.

<...book of kell>
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #17 on: November 10, 2012, 07:12:54 pm »


               

Just a ghost wrote...

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)?


Try running the original, before you touch/rename anything, through CM3.  Likely it will fix the wok for you, then you can do the rename bit. 
               
               

               
            

Legacy_Just a ghost

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« Reply #18 on: November 11, 2012, 07:53:21 am »


               What's CM3 exactly?
               
               

               


                     Modifié par Just a ghost, 11 novembre 2012 - 09:43 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #19 on: November 11, 2012, 09:33:57 am »


               CleanModels3 by Oldmansbeard;)
               
               

               
            

Legacy_Just a ghost

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« Reply #20 on: November 11, 2012, 09:43:53 am »


               Will have a look, but I have my doubts. What I do is this:

The entry in the SET file is exactly as it is in the normal desert tileset and I export the model + wok from the SoU Main Data

I add them to the hak without changing anything > doesn't work
I open the model in GMax and export and add the result to the hak > doesn't work
I remove the WOK from the hak > doesn't work
I remove the model from the hak as well > works fine
               
               

               
            

Legacy_Just a ghost

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« Reply #21 on: November 11, 2012, 05:15:59 pm »


               I just ditched the tile. '<img'>

http://www.amiaworld.net/cc/spiky hell.7z

In case somebody likes to have a look and give comments... this is my weekend's work. I'm going to trash all the buildings, need to finish the rest of the trench tiles, and the hills probably need to be cleaned from vegetation as well. My goal is a tileset without any sign of civilisation, as I can't imagine a hell with posh facades and gothic cathedrals.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #22 on: November 11, 2012, 05:27:23 pm »


               <grabbing...>

Not *human* civilization, at any rate ;-)

<...and running like hell>
               
               

               
            

Legacy_Just a ghost

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« Reply #23 on: November 12, 2012, 07:59:52 am »


               I got more questions than a questionaire...

'Posted

How can I force the texture to have the same direction in the whole
shape? I attached the river bed to the banks of the desert trenches,
which may explain the strange orientation. What I want is that all the
faces in the red portion are behaving like the rest. Mind that I will
put a kind of chasm texture on it, the ugly wood is just to make things
more visible.
               
               

               


                     Modifié par Just a ghost, 12 novembre 2012 - 08:01 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #24 on: November 12, 2012, 02:40:11 pm »


               <making faces...>

Under the "edit mesh" rollout, choose to select faces.
Select all the faces you want textured consistently.
'Posted

With them still selected, apply a "uvw map".

'Posted

This will change how just those faces are mapped and make it much easier to adjust in "Unwrap UWV"

<...because he thinks he's good at it>
               
               

               


                     Modifié par Rolo Kipp, 12 novembre 2012 - 02:40 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #25 on: November 12, 2012, 03:57:18 pm »


               <giving the nod...>

Take a look at what Bioware did with their px2_d08 crystal (found in HotU Main).

'Image

The transition from rock to crystal texture is really nice.

'Image

and the emitters, well, in the right place, to draw attention to a *certain* crystal... ;-)

'Image

<...to sen>
               
               

               
            

Legacy_Just a ghost

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« Reply #26 on: November 19, 2012, 08:20:27 am »


               Would it be possible to have some emitter that gives off a gradient of blackness? I want to use it at the bottom of cracks to simulate endless depth. The usual gradient to black in a texture approach doesn't work for me because I simply can't get the textures to line up properly.
               
               

               
            

Legacy_Just a ghost

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« Reply #27 on: November 20, 2012, 09:51:56 am »


               Umm... no go?

What I want to make is quite simple (I think): a black tile that emits a gradient of blackness above it. Kinda like the darkness vfx, but less abrupt and square. It doesn't have to have any animation. Is that possible in NWN?
               
               

               
            

Legacy_Pearls

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« Reply #28 on: November 20, 2012, 12:39:09 pm »


               nvm, just read the post previous, i dont understand what youre asking for though, not that i can make 3d models anyway lol
               
               

               


                     Modifié par Pearls, 20 novembre 2012 - 12:44 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #29 on: November 20, 2012, 03:45:36 pm »


               so the crystals break out of the ground? Then a simple polygon with an inverted gradiant cyrcle should do the trick i guess. It´s also possible to use a regular gradiant texture but you need a 4 sided mesh to align it correctly. About the use of an emitter not sure, why to do it that way?
               
               

               


                     Modifié par NWN_baba yaga, 20 novembre 2012 - 03:46 .