Author Topic: AN attempt at creating a pseudo-shinywater witha basic texture + txi  (Read 701 times)

Legacy_Lord Sullivan

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AN attempt at creating a pseudo-shinywater witha basic texture + txi
« Reply #15 on: May 21, 2013, 01:20:46 am »


               So I played more with it, tried different textures, but the original I created is the best one yet out of my trials.
I tweaked the contrast a bit and changed the procedure type in the TXI from arturo to water instead and I like
the results very much.

proceduretype water, is better and looks more natural. So I've uploaded a a hak in the project page "WaterTest.zip"
which ovverides the water of both the original "City" and "Rural" tilesets for a quick test.

Don't be shy, check it out '<img'>
               
               

               
            

Legacy_Tiberius_Morguhn

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AN attempt at creating a pseudo-shinywater witha basic texture + txi
« Reply #16 on: May 21, 2013, 08:11:22 am »


               Thank you - very nice!
               
               

               
            

Legacy_NWN_baba yaga

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AN attempt at creating a pseudo-shinywater witha basic texture + txi
« Reply #17 on: May 21, 2013, 08:44:27 pm »


               damn water never works in an override or hak for me correct... But on a side note it is possible to have a upper and down level of water planes + foilage without any alpha bug. I just did it! If your interested just drop me a line!
               
               

               
            

Legacy_Lord Sullivan

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AN attempt at creating a pseudo-shinywater witha basic texture + txi
« Reply #18 on: May 22, 2013, 04:18:21 am »


               

NWN_baba yaga wrote...

damn water never works in an override or hak for me correct... But on a side note it is possible to have a upper and down level of water planes + foilage without any alpha bug. I just did it! If your interested just drop me a line!


I'm aware that it does not work in the override as I previously mentioned, but you should be able to override the water
by creating a module with a "City exterior" area and/or a "Rural" area and adding the hakpack to the module. There is no reason it should not work.

That other part of your post, I'm not quiet sure what you trying to tell me there... have you had alpha bugs in the past?
and what does foliage have to do with water? I apologize, I'm bit confused ':huh:'
               
               

               


                     Modifié par Lord Sullivan, 22 mai 2013 - 03:19 .
                     
                  


            

Legacy_Tarot Redhand

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AN attempt at creating a pseudo-shinywater witha basic texture + txi
« Reply #19 on: May 22, 2013, 10:30:08 am »


               I'm guessing NWN_baba yaga means water weeds like kelp etc.

TR
               
               

               
            

Legacy_Oseryn

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AN attempt at creating a pseudo-shinywater witha basic texture + txi
« Reply #20 on: May 22, 2013, 06:16:06 pm »


               I love the look of that water - thank you.
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #21 on: May 22, 2013, 08:51:44 pm »


               You can have 2 different (texturewise) water planes on a different height level... so one that maybe is flowing and has a very dark tone and transparency and one just shiny etc. (and not only with the way i did it for my waterfalls) And you can have kelps and whatnot all together placed on the ground so it looks like a water scene and not just blackness or a textured plane '<img'>

I mentioned it because no one has ever done a tileset with 2 textured water planes for a more unique or better look for his water. So after 10 years of nwn history this might be of any interest '<img'> because this doesnt only works for water, but for clouds or foilage or "glass" material alltogether. If you know the berry bush done by pQ you know why they made it in one texture... i think they encountered the old bug, which you can overcome very easily.

Here you have a ground, 1x low water level + 1x upper level of water and just a bit of ivys to show you that there is no bug! Why the pillar there looks a bit strange in this shot i dont know but it´s like i said. The whole scene looks like a mess btw yeah... it´s my experimental terrain of creating the uber awesomeness...es=]

'Posted
               
               

               


                     Modifié par NWN_baba yaga, 22 mai 2013 - 08:22 .
                     
                  


            

Legacy_Lord Sullivan

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AN attempt at creating a pseudo-shinywater witha basic texture + txi
« Reply #22 on: May 24, 2013, 03:24:32 am »


               Created another seemless texture for you guys to try out. They are not in a Hak so you will need
to create your own or simply open the one I from the project with the NWN hak.exe util and replace
the texture with one of the new in "NWNWaterTextureSet.zip
               " in the project page

@Baba

Oh now I see what you meant, All I know is that if you want true transparency in the water to view
anything under it (including players if water tiles are made walkable) , you need to attach the plane
to an animation Dummy node i.e. "MODEL_NAME_01a"

But yeah the creative possibilities are somewhat less small '<img'>
               
               

               
            

Legacy_Lord Sullivan

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AN attempt at creating a pseudo-shinywater witha basic texture + txi
« Reply #23 on: May 24, 2013, 04:34:26 am »


               I added a sample screenshot in one of the folders in the zip for a quick preview.
               
               

               
            

Legacy_s e n

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AN attempt at creating a pseudo-shinywater witha basic texture + txi
« Reply #24 on: May 24, 2013, 10:23:23 am »


               in terria i added a hint of alpha shinyness to the pebble river ground under the transparent water mesh instead of duplicating the water plane but i think i got a somehow similar effect. another thing: you may want to test water plane in game equipping a torch, to control if strange light artifacts show up: they do to me (maybe is animesh modifier)
               
               

               
            

Legacy_Lord Sullivan

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« Reply #25 on: May 24, 2013, 05:31:24 pm »


               @SEN
Are you talking to BABA about a test you did in relation to is suggestion? or
are you talking to me about my water texture?

Cause if you're talking about my texture, I had already checked multiple times
with a torch Day and Night and I frankly cannot imagine what you mean about light
artifacts... my light does what it's suppose to do.
               
               

               
            

Legacy_s e n

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« Reply #26 on: May 24, 2013, 07:11:06 pm »


               no i was referring to baba's multi layer, though i think my issue comes from animesh modifier, to get confirm we can easily test the tno water cliffs, that are animeshed. brb
               
               

               
            

Legacy_s e n

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« Reply #27 on: May 24, 2013, 07:19:00 pm »


               nevermind, both tno and mine looks fine under normal torch light (probably it was the darkness torch i was using to cause the issue then, if you want to try edit the torch model in override to get it cast darkness instead of light, i think its a -1 to some variable in there, cant remember wich)
               
               

               
            

Legacy_Lord Sullivan

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AN attempt at creating a pseudo-shinywater witha basic texture + txi
« Reply #28 on: July 12, 2013, 09:39:17 am »


               Here is a new video that showcases the second water texture pack in my project page with the mapping
modified on the city exterior tileset water tiles.

Click To View the Video
               
               

               
            

Legacy__six

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AN attempt at creating a pseudo-shinywater witha basic texture + txi
« Reply #29 on: July 12, 2013, 03:43:52 pm »


               Looks neat. It doesn't seem to lose its 'shape' too badly after a minute or so either, which mine always seem to (darn you .txi files).