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HowTo Display a TGA & PLT on the same body part at the same time using TXI's "bumpreplacementtexture" command


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#26
OldTimeRadio

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@_Six Thanks for the alpha information and...the renaming trick, I thought that only allowed for all TGA only?

@ OldMansBeard I didn't do any experiments removing the envmap in the phenotype.2da and then trying to add it back via TXI.  If you can make that process work for you, let us know.  I tried a number of different TXI commands and some model trickery but I couldn't get the texture to switch to transparent which is unfortunate.  My understanding of the portion of the TXI system which bumpreplacementtexture is a part of would indicate that it still might be a possiblity via TXI.

However, by attaching an emitter I was able to get transparency off my alpha with an object attached to my test head model.  I didn't think that was going to fit the bill for what you were probably working on so I rode the wave of transparency available via emitter and surfed right into a transparent chunk!  This functionality may just be limited to the head (though I tend to doubt it) and from all my scans of the Omnibus, I was under the impression that an emitter could not be strapped to a bodypart, at all. So...=]

Image IPB

Upper left is regular geometry attached to the head model, using the bumpreplacementtexture TXI and suffering from shinyalpha.  Lower right is emitter attached to the same head model, invoking a chunk where the chunk is just a regular model with Transparency Hint set to 1.  Oh, to save you and anyone else some time getting into this, HERE are the files to drop into your override folder and test out.  The file otr_nwn1.txi is spurious and should not be necessary.  It was left over from testing and just slipped into the archive by mistake.  You may also see some unusual things in the model itself, like certain naming conventions and an a-node.  I don't think they are necessary for success here, just more scraps leftover from my testing.

I haven't had time to ponder what all this means but the above may represent a full-featured alternative to the bumpreplacementtexture method.  I'll bet each method has some little differences which make them more attractive than the other, given the task.

Modifié par OldTimeRadio, 18 mai 2011 - 01:10 .


#27
OldTimeRadio

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Update: Well, bumpreplacement texture definitely has its advantages in a situation like this: Emitter chunks, even when the emitters are attached to their model base via a dummy, don't seem to pass on rotation  to the chunk they invoke.

For instance, with the head set up in the way I have in the archive I link to, do a bow emote.  There is a continuous orientation alignment with the ground and so the emitter chunk cube never rotates.  Even positionally, the movements are a result of the basic emitter Inherit and not truly the correct position changes one would hope for, I believe.

Both the BioWare Export Scripts and NWMax leave a bit to be desired when it comes to clarity about how inheritence works but NWMax seems to imply Inheritence might be cumulitive instead of exclusive:
Image IPB
I'm using NWMax Plus (which is closely based on NWMax) and I'm not sure which of my setting changes during testing "took", given the "last configuration change wins" way NWN reads ASCII models.  For instance, if you have Ambient and Diffuse set to one thing in the Blinn material applied to a mesh and have set Ambient and Diffuse (in material override) in the AuroraTrimesh modifier, I believe both are still written out but the AuroraTrimesh override settings "take" because they're written out later in the ASCII file.  I just noticed this difference after my testing was done.  :crying:

I gave a serious try at getting around this by trying to animroot the box on mychunk.mdl as neck_g and that didn't seem to affect anything, even when I'd imported the pmh0 hierarchy into mychunk.mdl and replaced the neck_g dummy with my neck_g box.  Nor by supermodeling it into a_ba.  Even after importing the animation names for c_antoine.mdl (which, I believe, is all of them) into mychunk.mdl's model base and deleting the actual animations.

I've never done anything like this with supermodeling or animrooting but technically I don't see why it wouldn't work to cause my mychunk.mdl to behave like the geometry which is actually attached to the modelbase itself.  If I'm communicating what I tried to do clearly enough, is there anyone who is familiar enough with exactly what I'd have to do to get the simple box in mychunk.mdl  to act like, say, neck_g via supermodeling or animrooting?

My goal is just to have the box in mychunk.mdl have the same movements as the geometry which I'd attached to my head model's Aurora Base and which I use the bumpreplacementtexture method to change the texture of.  If there's some less-complex way to go about this, I'm all ears.  I really don't want to actually have to have keys on the box in mychunk.mdl, that would just eat up way too much space for what it yields, I believe.

Modifié par OldTimeRadio, 18 mai 2011 - 03:35 .


#28
Estelindis

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Thanks for the updates, OTR. This continues to be a very interesting thread (and NWN continues to be a very finicky game to work with, in certain respects).

#29
OldTimeRadio

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I was working on another project (think "emitter goggles") and I unexpectedly found myself staring at this same problem of alpha on an emitter that I also needed to inherit movement from the bodypart.

I haven't resolved the emitter chunk's alignment issue but for the standard emitter the relevant settings are:

Update: Single
Render: Billboard to Local Z
Inherit Properties: Inherit (only, none other checked)
Under Start and End:
Size X (some size, in meters)
Size Y (some size, in meters)
Just below that, Birthrate of 1 and Life Exp of -1.0
Identify a texture by name and I think that's it

Or you can download the head I was using in testing here, just look at the settings on AuroraEmitter001, which is the child of Dummy001.  Textures used and anything else would be in a download link upthread.

#30
GianniAgn

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....

Modifié par GianniAgn, 25 mai 2012 - 11:49 .


#31
Carcerian

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!!!!

(Awesome post OTR, a lot of possibility here.)

#32
PLUSH HYENA of DOOM

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Wish I'd known of this sooner...

FINALLY my Demoness can have her horns a fixed part of the head model without me having to battle either freakishly large PLTs without sufficient colour channels, squash the horn textures to perdition trying to cram them into a PLT with everything else (which doesn't work) or use separate head-aligned vfx that have to keep being reapplied.

Thank you for this excellent discovery, OTR.