Author Topic: Paying attention to the little things when building matters!  (Read 962 times)

Legacy_NWN_baba yaga

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Paying attention to the little things when building matters!
« Reply #15 on: March 16, 2013, 01:21:33 pm »


               There are a few ways you can overcome these gaps or lighting bugs or whatever you want to call this issue. you can use the tilelights and place them to a point where these gaps occur and use them to fix the light (you basically illuminate all the vertexes of the tiles that share an edge.

I did this in every tile for the underdark spider caves. Every single tilelight was placed carefully because I knew i will have lighting problems later... but i think i managed it quite well

Or you do the way Zwerkules and rosenkrantz did and overlap the tilegeometry by a few cm etc. and so the landscape looks smoother.

Still the lighting for nwn is just bad to work with. No other game has such a dumb system to work with where logic seems not the thing to use when trying to enhance it...

I worked a long time with the quake2 engine and my experience with vertex light was pretty advanced. The falloff radius is what you have to take care of a bit but no one ever except me changed any light i guess '<img'>

And OTR´s examination was very interesting with the ambient/diffuse reference. Either you have a very nice single shaped lit object in ascene but with interruptions almost everywhere or a dull but 100 % balanced lit geometry that looks 2D.

It´s difficult and suxs to also take care of that thing when you create a tileset because you sit in front of your PC with bleeding eyes for hours fixing stupid lights and vertices and you make no progress in general which demotivates you heavily.. me for sure!
               
               

               


                     Modifié par NWN_baba yaga, 16 mars 2013 - 01:44 .
                     
                  


            

Legacy_Pstemarie

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« Reply #16 on: March 16, 2013, 02:03:19 pm »


               

Nissa_Red wrote...

@Pstemarie

However fixing models in notepad++ (or any other editor) is significantly easier , faster and not to mention cleaner, if one knows what one does, of course. This goes for the model itself, the associated files and its internal content (like animations).

What does "CleanModels" or equivalent tools do, if not working as "notepad modelers" ? Are you implying they're bad practice, or useless ?

Also, I've learned alot about the structure needed for models to properly operate once in game thanks to just looking at the text files, instead of being mislead sometimes by GMax/nwMax.


Let me clarify - when I use the term "notepad modelers", I'm referring to modelers that solely rely upon notepad to edit model parameters. I'll never say that text editing doesn't have its place and, for certain tasks, is far easier and preferable (i.e. for emitters) than working in 3DS or GMax. However, I'm concerned that newbie modelers who see all this talk of notepad modeling might be mislead into thinking that text editing is the sole way to go. It's not, and as an experienced modeler, I'd be remiss if I didn't point out that notepad's place in modeling is secondary to 3D modeling tools such as 3DS and GMax.

I use CleanModels myself and for working with and fixing tiles (not to mention other models), CleanModels has no peer. However, unlike the "notepad modeler" that stumbles - sometimes blindly - through a model, CleanModels uses a set of parameters that were developed by an expert (IMO) in the field of modeling. BUT, as you point out above, you need to "...know what you're doing."

On a parting note, I've spent a tremendous amount of time fixing models that were previously "fixed" by someone using notepad. In my experience, for most model tasks, notepad is a poor substitute for 3DS or GMax. 
               
               

               
            

Legacy_Nissa_Red

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« Reply #17 on: March 16, 2013, 02:12:53 pm »


               @Baba Yaga

Awesome input, that's precisely what I was looking for when coming forth with my question. New ideas, explanations or takes on the issue.

I've walked the route of attempting to design a system that would cement/merge all the tiles of an area to prevent this very issue ("lighting seams"), making a single group/geometry out of them, like Bannor suggested. Initially, it seemed promising, since one could potentially build *any* kind of landscapes with it.

I quickly abandoned the idea though because 1/ I don't have the talent that you, Six or Zwerkules have at creating tilesets from scratch, and 2/ to me it goes against the very nature of the game : building inside the toolset, with tiles that one can easily and quickly assemble according to our needs and desires as builders. There are rules that go with that, but so be it. It's more flexible than having to change things inside GMax each time.

I guess I'll have a closer look at how you proceeded, because "Spider caves" is of course another of those tilesets that manage transitions between raised terrains without a *single* seam that I (or my players) ever could notice through all the time that it has been used to bring distraction and tons of fun to our evenings.

Thank you very much, Baba Yaga ^.^
               
               

               
            

Legacy_Shadooow

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« Reply #18 on: March 16, 2013, 02:53:19 pm »


               

Pstemarie wrote...

I see a lot of references here and elsewhere in these forums to "notepad modelers". With the exception of swapping bitmaps, changing parameters for emitters, duping animations, and other rudimentary tasks, using Notepad to edit models is BAD! Granted not everyone can afford 3DS Max, but everyone can certainly afford GMax which is FREE.

Didnt know there is an alternative, I downloaded it and experimenting with it already thanks for pointing me into this, hopefully I will be skilled enought to understand it :happy:
               
               

               
            

Legacy_Pstemarie

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« Reply #19 on: March 16, 2013, 03:00:53 pm »


               

ShaDoOoW wrote...

Pstemarie wrote...

I see a lot of references here and elsewhere in these forums to "notepad modelers". With the exception of swapping bitmaps, changing parameters for emitters, duping animations, and other rudimentary tasks, using Notepad to edit models is BAD! Granted not everyone can afford 3DS Max, but everyone can certainly afford GMax which is FREE.

Didnt know there is an alternative, I downloaded it and experimenting with it already thanks for pointing me into this, hopefully I will be skilled enought to understand it :happy:


Glad to point it out - we need more modelers in the Community. Harvest Moon, which has all the old RPG Modding Forums archived, should still have some great tutorials available.
               
               

               
            

Legacy_Nissa_Red

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« Reply #20 on: March 16, 2013, 03:03:20 pm »


               @Pstemarie

I don't wish to argue with you, since I think we both mostly agree on the essential, just disagreeing about the usefulness of a decent text editor in the hands of a capable user, and that my little quabble would not further the point I am really trying to make to hopefully raise public awareness among the community (players, builders, but especially cc artists) about issues that may be too quickly disregarded sometimes.

If we can achieve that, please call me a happy builder ^.^
               
               

               
            

Legacy_Pstemarie

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« Reply #21 on: March 16, 2013, 04:28:38 pm »


               

Nissa_Red wrote...

@Pstemarie

I don't wish to argue with you, since I think we both mostly agree on the essential, just disagreeing about the usefulness of a decent text editor in the hands of a capable user, and that my little quabble would not further the point I am really trying to make to hopefully raise public awareness among the community (players, builders, but especially cc artists) about issues that may be too quickly disregarded sometimes.

If we can achieve that, please call me a happy builder ^.^


Public awareness is always better than public disawareness (is that even a word?). I have no desire to argue either - notepad only modeling works for many people and that's great. The more talent we can assemble and get building stuff the more fun it becomes to play and build with NWN. 

I mainly wanted to point out, for newbies that might look at the text version of a model and have an aneurism, that notepad modeling is an advanced mechanism and other alternatives do exist. I see - in the spirit of being fair to both sides of the issue - I need to revise my initial post to clarify this.
               
               

               
            

Legacy_Nissa_Red

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« Reply #22 on: March 16, 2013, 04:42:11 pm »


               @Pstemarie

No need to, really, even if I appreciate the tact. As usual, I feel proud to belong to this community ^.^

I had prepared a rather lengthy reply, observing that nwMax could potentially introduce bugs that did not exist in the original model (due to rounding issues it seems to have, if I understood OTR correctly), that also it would allow us to import faulty models but would not let us export us faulty models (even if we're not really interested in fixing those, like unwelded vertices or missing anim keys, see the trebuchet model I "fixed" above), which could frustrate/confuse novice users, but I discarded it. Honestly, it's not what matters to me in the end.

You have the experience that I don't : getting content routinely out to our community. THAT I definitely won't argue with. Instead I want to respect that, and keep showing gratitude for it, which is why I want to save you any disgressions about my personal preferences in matters how *I* prefer to work. I use nwMax for at least 50% of the time, and a text editor/batch/other tools for the remaining 50%. Whatever suits other users best is ultimately for them to determine, keeping in mind though that nwMax is definitely worth learning for the long run. They should listen to you.
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #23 on: March 16, 2013, 04:47:24 pm »


               @Nissa_Red
thanks and glad I could throw in some usefull informations. I also had the single tilegroup for a whole scene in mind and did that with success. Still the lighting or more the shadows were just to dull and I I abandoned it. In my ravencast forest you can realy screw it up with the wrong or "hard" lighting that is like the "exterior area" default env. setting and I cant do anything against it. So i would never use a desert environment with any kind of blueish color for ambient of diffuse and you have to use colors that match the tilesets color a bit... well if thats possible for some '<img'>

For outdoor areas i have a little idea in mind like a grid light placeable thats matches exactly the red grid of the toolset with a little bit of white lighting not to intensive to screw up the builders setup. You would need to get rid of it by night but it´s a thing that might work for tilesets that were build W/o any attention to this issue.
               
               

               


                     Modifié par NWN_baba yaga, 16 mars 2013 - 04:50 .
                     
                  


            

Legacy_OldTimeRadio

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« Reply #24 on: March 16, 2013, 04:56:23 pm »


               @Nissa_Red, Bannor_Bloodfist - Point 7:

Nissa_Red wrote...
7/ last, but not least, a little pet peeve of mine : visible texture/lighting seams in tilesets. Have a look at this desert screenshot (CTP Babylon), and then the next one (CTP Babylon) :

'Posted
(click to get an enlarged version)

'Posted
(click to get an enlarged version)

The same happens in Project Q's desert by the way :

'Posted
(click to get an enlarged version)


Those first two screenshots.  The first one is the "good" and the second one shows the problem, correct?  That issue in the second screenshot appears to be caused by the vertex lighting (what I normally call "shading") and not anything tricky or unusual.  When faces from two different tiles meet at tile edges, they must have the same angle of incidence.  In almost all cases, this basically means that tiles must meet at completely flat edges.  In that second shot, what's happened is someone probably used Soft Select and pulled the land "up" but their Soft Select radius was too wide and it included vertices which were part of an edge triangle.

I just made up a demo module which shows exactly what the issue is by showing correct and incorrect settings on the same edge of the same tile.  Basically, you need a buffer of triangles which are on the edges and are always flat.  "Good" is in the foreground (witha  buffer of triangles), "Bad" in the background, where the face angle of edge faces was changed.

'Posted

'Posted

So, the problem depicted in the second screen shot is solved- is it not?

Existing tiles which suffer from this and which need to be "repaired" should be able to be fixed by selecting the offending faces, going into Top View, in subobject mode (i.e. with the face(s) selected) going to the Edit Geometry rollout and clicking on the View Align button.  Then moving all verts of the triangle to 0 Z or whatever the appropriate edge Z height should be.

On the third screenshot: From the way my eyes read the shading on that tile, it really looks like the same thing as in the second screenshot.

Bannor Bloodfist wrote...
This applies to whatever texture you choose to paint, but primarily
affects what gets chosen for the ground texture.  Seamless texture in
photoshop seems to be what you want, but it truly doesn't create
seamless texture.  You end up with a texture that leans/points in a
single direction.  When Aurora auto-rotates you completely lose the
seamlessness that photoshop creates.

Believe me, we tried
everything we could think of for Babylon.  It can NOT be accomplished
the way the toolset and game engine paints the tiles.

If you (or anyone else) can describe exactly how I can set up a simple test to reproduce what you're describing on my end, I'd like to take a crack at it.  When something is described as being "impossible" I get all hot and bothered to find out if it really is and if so, why.

NWN_baba yaga wrote...
It´s difficult and suxs to also take care of that thing when you create a tileset because you sit in front of your PC with bleeding eyes for hours fixing stupid lights and vertices and you make no progress in general which demotivates you heavily.. me for sure!

"It is not hands that call us!  It is...desire."
-Pinhead, Hellraiser II
               
               

               


                     Modifié par OldTimeRadio, 16 mars 2013 - 04:57 .
                     
                  


            

Legacy_Bannor Bloodfist

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« Reply #25 on: March 16, 2013, 05:36:32 pm »


               

Nissa_Red wrote...

@Randomdays

Yes, I would. Actually, even if I'd appreciate it, placeables do not matter that much to me, as I rarely use placeables trees, walls or buildings, and alot of them remain on a flat ground (so their flat PWK is valid and sufficient), but tiles, I use alot. I happened to see whole tilesets with no meshes reflecting walls or tree trunks in their WOKmeshes.

While I can understand why tileset creators would do it to save time and efforts (and spend it elsewhere), I wonder if there is more to it. Perhaps areas with such WOKmeshes would be way too laggy in the context of a PW, for example, because in a LAN/SP context, it doesn't seem to affect us (my players and me) that much.


The lag generated by any wok can be reduced by reducing poly counts.  Most tileset folks generate the terrain/buildings first, then clone that for the wok.  This leads to an enormous number of wasted polys as well issues with unconnected verts or overlapping faces etc, all of which cause sanity check errors.

Woks don't have to match terrain exactly, and can even be used to reach areas that you might other think unreachable.  Someone at Bioware proved this with one of the tiles in Rural (I think) where you have buildings butting up against water, and one of the buildings actually overhangs a small boat parked underneath.  I am still in hospital, so I can't look this up for greater clarity.

Anyway, my main point is that you can reduce the comp[lexity of a wok considerably to help with lag/speed issues.  However, I also agree that a PROPER wok helps with immersion.  I should be able to duck behind some trees in the forest to then be able to set an ambush...flat pwok prevents this, same thing is true in a tile wok.  It is NOT necessary or even all that useful to utilize a flat pwok.

An object that blocks line of sight typically blocks movement as well, a few exceptions can be found in low walls, stone out croppings, cut down trees etc...

The downside to having a more accurate wok (this doubles with pwoks) is all the calculations that the engine makes for every step the pc/npc takes.  Having a more accurate pathnode helps a lot here too.  Tile-set wok files generally follow a "standard" that is not written down by Bioware though, and this is regulated by tilesize, height divisioins, etc.... typically since a tile is 10x10 meters, we divide that into eight sub-pieces (for lack of better wording) each being 125cm by 125cm.  Each of THOSE verts on the outside edge of the wok, should be created if not alreay there.  Aurora uses specific vert locations to tie various geometry together, if one of your outside edge verts is located at 130 and the tile next to it has the corresponding vert at 125, you WILL have a visible gap and may end up with npc's/pc's walking in air or under ground etc. 

For textures?  I like using 1024x1024 where possible for gound cover materials.  I typically UVW map them with the default box type, with size fields set at 1001x1001x3.  Doing it this way you are using a texture larger than the object, shrinking it down to 1001 which is ALSO larger than the object.  This helps hide edges the best way I know (smoothing drives me nuts, and most times does not help with edges like that)

Shoot, I am bouncing all over the place it seems.  I guess these meds are doing more to my mind than I realized. 

If I have raised more questions than answers please give me a direct question and maybe I will be able to keep my mind focused well enough to give you the answer you seek, if I know it.

@nissa_red :  Please re-post your mini-tutorial above in the Custom Content Tutorials Thread.  I am nearly positive that Shadow_m won't mind at all.


EDIT:  Back to poly count and outside edge vert location.  The out side edges of ANY tile should have corresponding verts in the same location as all other tiles in the set, but that is where the mirroring stops. You can reduce the vert count in any vertical object and typically most tree trunks or plants as well.  The WOK does not get seen, but it does affect movement and/or line of sight.  Reducing the polys necessary to get a general feel of the objects shape is all that is really needed, ie you do not need a 16sided polygone shape (and all its resulting polys) to represent the turnk of a tree.  You might want that for the visible section of the tree itself, the one holding the texture, but the wok section has no need for that level of detail. (Except on the outside edges, there, they must match any other tile that might connect to that edge)
               
               

               


                     Modifié par Bannor Bloodfist, 16 mars 2013 - 05:55 .
                     
                  


            

Legacy_Nissa_Red

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« Reply #26 on: March 16, 2013, 06:27:11 pm »


               @OTR

Sorry for the delayed reply.

Yes, you got that right, and... Omigod, are you saying there is actually a solution to these ugly, fugly, terribad seams ?  That would be so ... wow, after all this pain and suffering I had to go through!

Thank you for your demo module! I will have a look at it, probably not this evening, but tomorrow for sure. I'm sure it will prove to be enlightening and helpful.

PS : Thank you, I really mean it ^.^
               
               

               


                     Modifié par Nissa_Red, 16 mars 2013 - 06:30 .
                     
                  


            

Legacy_Nissa_Red

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« Reply #27 on: March 16, 2013, 07:06:00 pm »


               @Bannor

About duplicating geometry and then "streamlining" it for WOKmeshes (and also the subdivision in 8 parts), that's what I am doing, and will continue to do, thanks to the previous teachings of the finer gentlemen among us, like Danmar, OMB and you. Your time did not go to waste (I hope)!

If I only ever had WOKmesh issues, my NWN-life would be made of players adoring their DM, ahem, I mean not half as frustrating as it sometimes can be, because if I am proficient with them (at least I feel at ease, hmm, I actually kind of like that part of the "job"), I cannot say the same about texturing. I always erase my work half-done, because I can never feel satisfed with it.

About adding tree/trunk meshes to existing WOKmeshes not causing particular issues if one is cautious about it (not antagonizing path nodes), that's good to know. Even a simple human sized box at their base would be a significant upgrade to what we currently have by default :

'Posted

Since I sometimes tend to go overboard with my "ideas", and I could have missed something during my tests or game sessions, I wanted to seek confirmation before resuming this quite time-consuming (if easy) task. I will still keep an attentive eye to my scripts.

About the "tutorial", I am not sure my message really qualifies as tutorial. I mean, it was really meant as a simple reply and "proof of concept" to Tiberius and ShaDoOoW. Also, I probably ought to enhance the formatting before, to make it actually human-readable. The forums here really don't help.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #28 on: March 16, 2013, 08:18:11 pm »


               @Nissa_Red - What I did was simulate what I thought the issue was, reproduce it, then fix it.  I don't recall ever having come across this issue any other way, though.  Always from me yanking on verts too close to the edges of individual tiles.
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #29 on: March 16, 2013, 08:37:53 pm »


               @Nissa_red, ok in your pic?  The three red triangles, slicing across the pc's midsection?  Those could all be raised or even any ONE of them could be raised and have the new sides turned into type 2, or type 7 faces.  Type 2 would allow an archer to stand on opposite side and shoot across if they were raised say half a meter...not much more will work for that, while still preventing them from walking over that section of ground.  Type 7 blocks ALL movement, but it ignores the blocking and shooting over etc.  This is seen in many interiors where the walls were set to type 7 which blocks you from walking through but allows an archer or wizard to fire right through several of those walls and hit a target.

Anyway, there is a roll-out menu option in gmax and 3ds that will allow you to "break" along the edges of those objects, then you select them all again as a group and you can then "extrude" in positive or negative relative position.  Now you have TWO objects for you wok. Select them both, go to vertex mode and select all verts, then "weld" using the default weld strength and you will have a fully attached wok, with no missing verts or gaps, with the blocking faces you raised.

Did that make sense?  I don't have my computer here so I can't install 3ds and nwn etc to get clearer instructions/commands for you.