Author Topic: Shiny metal  (Read 676 times)

Legacy_Borden Haelven

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Shiny metal
« on: February 12, 2013, 04:30:45 am »


               How do I make a texture appear shiny? Is it using TXI ?
               
               

               
            

Legacy_Rolo Kipp

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Shiny metal
« Reply #1 on: February 12, 2013, 05:33:23 am »


               <covering his...>

If it's on a placeable (like a gorgeous statue of Isis, say), then you actually need to do a couple things.
For the non-static placeable a, put the name of the environment map in the envmap column of the placeables.2da
For those times when all you're getting is static, the envmap has to be declared in a .txi file with the same name as the texture.

In both cases, the texture in question has to have an alpha channel. The more transparent the texture, the shinier it gets.

<...bets>
               
               

               
            

Legacy_Borden Haelven

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« Reply #2 on: February 12, 2013, 01:11:24 pm »


               How about if it's on a statue that's part of a tile? (Might make placeable as well '<img'>)
               
               

               
            

Legacy_Zwerkules

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« Reply #3 on: February 12, 2013, 03:52:22 pm »


               If it's part of a tile you need a .txi file for the texture which looks like this:
# Specify an environment map for static geometry.
# Dynamic geometry uses the environment map provided on
# the model.
#
# Default is no environment map

envmaptexture tdm01__ref01
alphamean 0.5

---------------------
You don't  need to add the alphamean line, but you need the envmaptexture line with the name of your envmap texture.
You don't need this if you just want to use the envmap texture of the tileset which is defined in the .set file.
               
               

               
            

Legacy_Tarot Redhand

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« Reply #4 on: February 12, 2013, 04:16:55 pm »


               What about for creatures. I'm particularly thinking about this skeleton creature on the vault. I could really do with someone updating it from nwn 1.61 to 1.69 and for them to add some optional metallic effects.

TR
               
               

               
            

Legacy__six

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« Reply #5 on: February 12, 2013, 08:44:46 pm »


               appearance.2da contains an "environment map" field for this purpose. TXI is ignored when it comes to shinyness there. Any dynamic race needs to have environment map set to default though, in order for armour etc to work properly (armour actually uses the environment map setting from the race equipping it).
               
               

               
            

Legacy_Borden Haelven

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« Reply #6 on: February 13, 2013, 01:02:37 pm »


               Ok, got nice shininess in toolbox but not in game. Games also crashes on load when model set to non-static.

'Image

'Image
               
               

               
            

Legacy_Rolo Kipp

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« Reply #7 on: February 13, 2013, 02:35:34 pm »


               <smoking a little...>

That's still a tile, right?
Have you added an "a" node and linked th statue to that?
And you have the txi with the same name as the texture and the envmap texture is present (either a standard Bioware envmap or included in the hak)?

<...pensively>
               
               

               
            

Legacy_Borden Haelven

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« Reply #8 on: February 13, 2013, 03:00:49 pm »


               It's a placeable atm (for looking at). will do both eventually
               
               

               
            

Legacy_Rolo Kipp

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« Reply #9 on: February 13, 2013, 03:11:14 pm »


               <shifting...>

Try adding in an "a" node anyway and set type to tile, like I did my Hom bottle.

Make sure the envmap is listed in the placeable.2da, also. You need both txi & placeable envmap for placeables.

<...gears>
               
               

               
            

Legacy_Zwerkules

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« Reply #10 on: February 13, 2013, 03:51:23 pm »


               Textures bigger than 256x256 with a txi file can cause crashes if they are 'animated' textures like water or if the envmap is bigger than 256x256.
The texture can be any size if it is not distorted like water or lava textures, but if the envmap specified in the txi file is bigger than 256x256 the game will likely crash.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #11 on: February 13, 2013, 05:21:23 pm »


               Looking very good, Borden!  You should be able to get a reasonable shadow mesh from a scaled up NPC model, too.
               
               

               
            

Legacy_Borden Haelven

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« Reply #12 on: February 13, 2013, 05:22:33 pm »


               what column in 2da? can't find one for envmap.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #13 on: February 13, 2013, 05:24:57 pm »


               Reflection column.  It's second to last in placeables.2da.
               
               

               
            

Legacy_Borden Haelven

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« Reply #14 on: February 13, 2013, 11:32:16 pm »


               Fixed. I used PLC_G_ENV in both the TXI and the placeables 2da. Nice & shiny. 'ImageOh and I used Poser for the original figure, it needed scaling a LOT and optimizing but it's a managable size now. 'Image
'Image
               
               

               


                     Modifié par Borden Haelven, 13 février 2013 - 11:35 .