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Excluding parts from effects?


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#1
Rolo Kipp

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 <Barking...>

While testing out some things, I noticed that the foliage on the Treant (which normally has some transparent areas) turns into the ugliest, cubist-expressionist nightmare of blocky bark when it casts barkskin on itself...

Easily enough fixed by removing barkskin from its repertoire. But I'm more interested in if there is a way, perhaps during modeling, to exclude sections from being affected by re-texturing spells like barkskin. Anyone know?

Failing that, could I script the removal of the *visual* effect? Pretty sure I can, but it seems awfully kludgy :-(

I'd hate for my gorgeous Gaia to suffer this fate.

<...not biting>

#2
OldTimeRadio

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Try setting the value in the ENVMAP column in appearances.2da for the creature in question to **** and then see if it still appears screwed up when casting barkskin on itself. I'm thinking that might work, no promises though.

Hrm, on second thought, given how barkskin works I don't think that's going to do it.  Might be worth a shot, but now I think it might be unavoidable unless you try some trickery like possibly connecting those pieces which have transparencies to an a-dummy node and attach that to the model base, separately.  I see that either magically working or (more likely) looking awful and not working.

Modifié par OldTimeRadio, 24 août 2011 - 06:41 .


#3
Rolo Kipp

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<perk up...>

Oooh! But that sounds like it'll work, actually.
And, if it does, open up other things like orbiting orbs of imperial imperialism... (Steven Brust, anyone?)

<...his ears>

#4
WebShaman

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Well, one could get rid of the effect - just have it fade off.

#5
Rolo Kipp

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<lloks frantically about...>

WebShaman wrote...

Well, one could get rid of the effect - just have it fade off.


Yup. That's the fallback position. 

But I'd really, really like any model I create with intricate transparency patterns to be *immune* to texture-changing spells... That'd be *really* nice :-)

<...for a line of retreat>