Author Topic: New castle tileset (Decals on a reflective surface)  (Read 1305 times)

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« on: December 25, 2012, 02:23:01 pm »


               I was trying to make a reflective floor texture. It was working until I added a decal for a doorway to make it appear darker at the 'back' of the doorway. Unfortunately that didn't work. The decal that had worked with a non-reflective texture below it now turned black and white.
I'm going to replace the reflective floor texture by a non-reflective one anyway because the pseudo-reflections make it look as if the whole floor is moving, but I'd like to know if there would have been a way to make the decal work or if it is simply not possible to use decals on reflective textures.

'Posted
               
               

               


                     Modifié par Zwerkules, 31 mars 2013 - 10:19 .
                     
                  


            

Legacy__six

  • Hero Member
  • *****
  • Posts: 1436
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #1 on: December 26, 2012, 10:12:05 pm »


               Open up your .mdl file and see which order the nodes are listed. If the decal is listed before the floor, cut & paste it after the floor instead. If that doesn't fix it, then you may well have found an engine limitation there. Could always solve it by making a special fade to black floor texture (like how TNO, for instance, handles doorways).

Tiles look cool by the way. Also not too high poly - have you thought about adding 'real' reflections via the geometry?

Edit: incidentally, I am pretty confident there's no issue with decals on reflective surfaces. My abyss 'Citadel' terrain did exactly that on every tile. And that looks like a render order issue to me.
               
               

               


                     Modifié par _six, 26 décembre 2012 - 10:15 .
                     
                  


            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #2 on: December 27, 2012, 04:43:40 pm »


               

_six wrote...
incidentally, I am pretty confident there's no issue with decals on reflective surfaces. My abyss 'Citadel' terrain did exactly that on every tile. And that looks like a render order issue to me.


The decal is the last thing rendered. I tried different values for the transparency hint, but that didn't change anything either.
As you said using a special doorway texture like DLA did would solve the problem. I'm now pretty sure that I will use a non-reflective texture for the floor though. It looks too strange if the reflections on the floor change when you move the camera.
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #3 on: December 27, 2012, 04:50:52 pm »


               Is this area a group "only" for one of your tilesets or a start of what to expect anytime soon '<img'> ?
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #4 on: December 27, 2012, 05:11:13 pm »


               It is a whole tileset. A top secret project for someone else's module.'<img'>
               
               

               


                     Modifié par Zwerkules, 27 décembre 2012 - 05:46 .
                     
                  


            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #5 on: December 27, 2012, 07:05:09 pm »


               reflective means you be using a channel for env mapping? if yes, cant you tweak the alpha blackness to give just a small hint of "reflection"?
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #6 on: December 27, 2012, 08:22:54 pm »


               The alpha was mostly black anyway. Those 'reflections' still didn't look good. They move about too much which real reflections wouldn't do. The env mapped textures work better for wall textures or something upright that isn't too broad like crystals. For ground textures they are not very believable reflections and since they cover the largest part of every tile they are also dropping the frame rates, not so much that the tileset would become unusable, but it still runs quite alot faster without the env mapped texture. So I removed it and only use reflective textures for a few metal parts.
               
               

               
            

Legacy_Ssythilac

  • Full Member
  • ***
  • Posts: 239
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #7 on: December 30, 2012, 09:57:32 pm »


               Hi Zwerkules. Yesterday I noticed your screenshot in the top message of this topic. Wow! Have you think of create something similar like a ruins interior with this? I know, I know, I always be talking of the same theme but... With a little retexture and a few ruined models, this fits very well in my eternally unfinished module of Myth Drannor! Well, just a thought... 
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #8 on: December 30, 2012, 11:29:21 pm »


               I've never done ruins or destroyed buildings before. I think modeling a broken wall and the pieces of it on the ground without adding too many polygons and still make it look believable will be hard to do.':blush:'

The tileset is only missing tiles with carpets and furniture and stairs leading up and down. The rest is finished. For the ruins you wouldn't need furniture anyway, just placeables of broken furniture maybe.

If you want to I can give you what I have made so far and you can retexture it and smash as many ceilings and walls as you like.'<img'>

It doesn't have any features or groups yet, but I was going to add a few tiles with glass ceilings and some with fireplaces.
I was going to make curtains, banners, benches and so on as placeables so there could be curtains of different colours and banners with different designs.
               
               

               


                     Modifié par Zwerkules, 30 décembre 2012 - 11:34 .
                     
                  


            

Legacy_Ssythilac

  • Full Member
  • ***
  • Posts: 239
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #9 on: December 31, 2012, 04:44:09 am »


               Zwerkules! Of course, if you can give me what you have now of the tileset, I`m very glad to accept and give it a ruined home in my monstruous module 'Posted. For the image, the concept seems very versatile; also capable of recreate a ancient exotic castle or a ruined catacomb and something similar like the sort of things I`m looking.

Thank you very much in advance 'Posted
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #10 on: March 31, 2013, 10:52:21 pm »


               Just a teaser:

'Posted

'Posted

'Posted

'Posted
               
               

               
            

Legacy_Jenna WSI

  • Hero Member
  • *****
  • Posts: 1837
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #11 on: April 01, 2013, 01:15:05 am »


               That tile looks very nice.
               
               

               
            

Legacy_Frith5

  • Hero Member
  • *****
  • Posts: 595
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #12 on: April 01, 2013, 02:02:56 am »


               Wonderful.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #13 on: April 01, 2013, 02:29:17 am »


               woo hoo! beautiful.
               
               

               
            

Legacy_Draygoth28

  • Hero Member
  • *****
  • Posts: 574
  • Karma: +0/-0
New castle tileset (Decals on a reflective surface)
« Reply #14 on: April 01, 2013, 04:14:20 am »


               That is simply amazing.