Author Topic: Crystal texture  (Read 720 times)

Legacy_Rolo Kipp

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« Reply #30 on: November 20, 2012, 03:51:58 pm »


               <gazing intently...>

If I understand what you are saying, you might want to pull one of Sen's tricks - Start at the bottom with full opaque black (Self-illum 1.0 1.0 1.0) and section the faces above it in decreasing opaqueness (er, increasing alpha...).

I can't think of a way to do it with emitters, though.

Might make a placeable that way, though.

Edit: Screenie of what *isn't* working for you?
@ Baba: Nice. Didn't think of that.

<...into a dark palantir>
               
               

               


                     Modifié par Rolo Kipp, 20 novembre 2012 - 03:53 .
                     
                  


            

Legacy_Just a ghost

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« Reply #31 on: November 20, 2012, 05:13:40 pm »


               I want a placeable tile (or a 4x4 one) that I can use at the bottom of trenches and chasms to simulate endless depth. It should kinda work like a square darkness effect. Darkness uses both an emitter and a negative light source, and I can imagine the effect I am looking for can be reached with either. Unfortunately both effects are round, and not square... The nice side product of this would be that if I made this tile red/orange it would look like hot glow, which would give the tileset a hotter appearance.

Anyway, I saw that you can have a directional light source. I tried to get it working, but failed. Could that somehow be used with negative light?
               
               

               


                     Modifié par Just a ghost, 20 novembre 2012 - 05:15 .
                     
                  


            

Legacy_s e n

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« Reply #32 on: November 20, 2012, 06:01:46 pm »


               what is a directional light source?

As Baba said, a standard fade texture with some cylindrical mapping and a bit of unwrap to align verts should be enough to fake the endless chasm thing btw
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #33 on: November 20, 2012, 06:28:47 pm »


               If you mean a targeted light like in quake games no, not possible. It´s broken anyway, dont know why the vertexlights in nwn can be so wonky when you experiment with them:D They pierce trough walls when they shouldnt and dont effect geometry where they are supposed to do...':wizard:' and forget the only ambient option...that is even more broken when it comes to "where i shall lit" and where not
               
               

               


                     Modifié par NWN_baba yaga, 20 novembre 2012 - 06:40 .
                     
                  


            

Legacy_Just a ghost

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« Reply #34 on: November 20, 2012, 06:58:04 pm »


               Yeah, I know the proper way, but these models are so messy that I can't get the textures sorted out properly. However, with 6 layers of black surfaces with alpha 2.1 I got what I wanted.
               
               

               
            

Legacy_Tarot Redhand

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« Reply #35 on: November 20, 2012, 10:34:59 pm »


               Screeny?

TR
               
               

               
            

Legacy_OldTimeRadio

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« Reply #36 on: November 20, 2012, 11:32:52 pm »


               

Just a ghost wrote...
However, with 6 layers of black surfaces with alpha 2.1 I got what I wanted.

AFAIK, that's how to do it.  I would really love to see a video of that.  I've never done it passed 2 layers.
               
               

               
            

Legacy_Just a ghost

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« Reply #37 on: November 21, 2012, 08:25:43 am »


               http://social.biowar...m/project/8604/

Tada! Just download the stuff and look at the demo module. The gradients need a tiny tweak: I tested it with a slightly darker tileset, and it appears the last layer doesn't completely block the ground textures. Guess I'll make that one a bit less transparent and place the whole model 0.2 above the ground.
               
               

               
            

Legacy_Tarot Redhand

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« Reply #38 on: November 21, 2012, 10:07:45 am »


               Just went to the project page and it says there are no files to download.

TR
               
               

               


                     Modifié par Tarot Redhand, 21 novembre 2012 - 08:32 .
                     
                  


            

Legacy_Just a ghost

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« Reply #39 on: November 21, 2012, 06:50:01 pm »


               Weird... I see this:

Project Files
spiky hell.zip
Size: 12.72 MB

Do I need to invite people or something like that?
               
               

               
            

Legacy_OldTimeRadio

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« Reply #40 on: November 21, 2012, 07:09:44 pm »


               On your project's page, look on the right-hand side where it says "Manage Files".  Click on that, and make sure the Visibility radio buttion is set to "Everyone".  Since I typically only share one file in a project, I also like to tick the Featured File setting in that same area.  You'll need to perform this additional step whenever you want to just casually throw a file on here. 
               
               

               


                     Modifié par OldTimeRadio, 21 novembre 2012 - 07:12 .
                     
                  


            

Legacy_Just a ghost

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« Reply #41 on: November 21, 2012, 07:42:28 pm »


               OK... hope you can see it now!
               
               

               
            

Legacy_OldTimeRadio

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« Reply #42 on: November 23, 2012, 01:42:37 am »


               

OldTimeRadio wrote...
AFAIK, that's how to do it.  I would really love to see a video of that.  I've never done it passed 2 layers.

D'oh!  I thought you were talking about using that many layers for a crystalline effect!  I see now what you're trying to do: Looks good!
               
               

               


                     Modifié par OldTimeRadio, 23 novembre 2012 - 01:44 .
                     
                  


            

Legacy_Just a ghost

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« Reply #43 on: November 24, 2012, 12:40:25 pm »


               Got another question. I don't seem to get the tile lights working. Even if I put them from black to white I see no difference at all. The only change I made to a lot of tiles is a texture swap, so I wonder if it's the darkness of the texture that blocks the lights' effectiveness.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #44 on: November 24, 2012, 06:04:15 pm »


               I noticed that with my torch, thought you'd done it on purpose.  I didn't check but I assumed it was a result of Amb/Diff material overrides being set to white on what is an almost black texture.