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new concept of waterfalls


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#1
NWN_baba yaga

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finally I managed to use the animesh modifier to create a waterfall with scrolling textures. Here is a quick test i did with 2 simple shaped models (planes) and 2 different waterfall textures layerd over each other. Suggestions and critics are welcome;)

http://www.xfire.com/video/4e9ddd/

p.s.
the textures are not optimized by now so there is a soft edge visible.

Modifié par NWN_baba yaga, 07 octobre 2011 - 09:18 .


#2
Bannor Bloodfist

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Please, PLEASE, create a tutorial on how to do this, complete with step by step pics on the process!

This would easily be a widely used procedure for lots of different things.

We will be more than glad to host that for you on the tutorials section at Harvest Moon Consortium, link in my sig.

I can hook you up with some screen capture utils if necessary.  Catpures windows, mini-windows, menus, etc...

Modifié par Bannor Bloodfist, 07 octobre 2011 - 09:20 .


#3
gutwrench66kg

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beautiful!

#4
NWN_baba yaga

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I can sent or upload my 3dsmax 7.0 source file for you with all the modifiers and the uvwmap animation (+ the mdl and textures). You would only need to add the placeable 2da entry.

Yoou know... my english is just not the best:D Does that sounds good?

I can try to write one anyway:D

Modifié par NWN_baba yaga, 07 octobre 2011 - 09:33 .


#5
Fester Pot

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How are those toad animations and improved tbs forest coming along?

FP!

Modifié par Fester Pot, 07 octobre 2011 - 09:47 .


#6
_six

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Short form: apply a UVW XForms modifier (don't collapse it) to your mesh, with an Aurora Animesh modifier on top. On each keyframe of your animation, set the U or V Scroll property to a different value. For a smooth looping animation it needs to go from 0 to 1, though I tend to add a 0.5 scroll keyframe in the middle to make sure all goes well.

#7
NWN_baba yaga

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_six nailed it. But here is another example of using a curved shape with a scrolling texture...

http://www.xfire.com/video/4e9e70/

#8
NWN_baba yaga

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Fester Pot wrote...

How are those toad animations and improved tbs forest coming along?

FP!


sorry about the toad... but it seems to me he has a deep sleep:whistle:. Same as the forest. Im working on my module content like a madman...

#9
Bannor Bloodfist

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_six wrote...

Short form: apply a UVW XForms modifier (don't collapse it) to your mesh, with an Aurora Animesh modifier on top. On each keyframe of your animation, set the U or V Scroll property to a different value. For a smooth looping animation it needs to go from 0 to 1, though I tend to add a 0.5 scroll keyframe in the middle to make sure all goes well.


So, are you physically moving the vertices at each frame or just changing the numbers on the scroller?

#10
Bannor Bloodfist

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NWN_baba yaga wrote...

I can sent or upload my 3dsmax 7.0 source file for you with all the modifiers and the uvwmap animation (+ the mdl and textures). You would only need to add the placeable 2da entry.

Yoou know... my english is just not the best:D Does that sounds good?

I can try to write one anyway:D


Sure, please send the source file, and I will attempt to create a tutorial from that.

#11
NWN_baba yaga

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I pakage the stuff up by tomorow. To where can i sent it then?

#12
OldTimeRadio

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Great work, Baba!  Glad you stuck with the animesh after all.  :D

#13
henesua

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_six wrote...
For a smooth looping animation it needs to go from 0 to 1.


Sounds like you could make good use of a sine function to handle the smooth looping if you can input the value from a script into the position at each key frame.

And by the way, Baba,....


GORGEOUS WORK!

Modifié par henesua, 08 octobre 2011 - 01:45 .


#14
_six

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henesua wrote...

_six wrote...
For a smooth looping animation it needs to go from 0 to 1.


Sounds like you could make good use of a sine function to handle the smooth looping if you can input the value from a script into the position at each key frame.

Actually that's the exact opposite of what you want. A loop needs to be completely constant. You'd be surprised how hard it is to get a constant animation in Max, as it likes to use a sine wave to smooth over transitions. Usually my animation will go from -1 up to 2, and I'll only sample the section for 0 to 1 for my nwn model's anim.

#15
henesua

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I'm not sure we are talking about the same thing. If you use a sine function over time and plug the results into position change you get a very natural looking oscilation. I've done this in procedural animations before for use in real time and it looks very good.

#16
NWN_baba yaga

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thanks for your feedback:). Here is a final test with a waterfall a stream and some plcs to give you a view of whats possible with easy use...

http://www.xfire.com/video/4ea24c/

I will upload the files (if possible) to my vault account where you can grab it and modify as you wish!

p.s.
the LAG is not ingame but from the xfire video rec. So dont worry! There is no lag at all;)

Modifié par NWN_baba yaga, 08 octobre 2011 - 09:47 .


#17
WebShaman

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Absolutely incredible!!!

This needs to go into one of the great tilesets...

#18
NWN_baba yaga

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Here are the files packed up on my project page...Included are both (waterfall & stream) 3dsmax(7) source example files, the textures and the mdls. Textures are done by me!

http://social.biowar...m/project/5168/

#19
henesua

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Great work.

#20
DM_Vecna

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How expensive processor wise (or other applicable) compared to what is in game now? Might I just add to what others said...this looks amazing. As a player I would want to spend time in this area.

#21
Builder_Anthony

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I really like that water you made it looks real fast and it seems you have broken into something new?

Someone else thought you could do other things with it could you give a few examples of the other things that can be made with this?

#22
Rolo Kipp

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<chiming in...>

Builder_Anthony wrote...
I really like that water you made it looks real fast and it seems you have broken into something new?

Someone else thought you could do other things with it could you give a few examples of the other things that can be made with this?

There's the obvious takes - lava, mudslide, decent flame anims, faces in the mist, shapes in the pipe smoke...

Then there are the creature possibilities: ooze-skin, mutating faces, cylon-ping-pong eyes, gnashing teeth...

And some less obvious; An animated window looking out and seeing the leaves blow, birds fly, Tom peeping. The interdimensional gullet of a greater demon that shows stars swimming in a very cold and empty place...

No, I'm not inspired at all ;-)

Great stuff BY!

<...and thinking about water clocks>

#23
NWN_baba yaga

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DM_Vecna: i have no lag at all with 4 different models. A horse model is much more cpu expensive...

Ok guys. That bioware project page file download dont work at all... Here is a mediafire link from my account. It´s a rar file called "babaswaterfall"!!!

http://www.mediafire...kezmmax7w06a7a6

happy modding it. Questions and further discussions always welcome:)

Modifié par NWN_baba yaga, 08 octobre 2011 - 07:09 .


#24
Bannor Bloodfist

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NWN_baba yaga wrote...

Here are the files packed up on my project page...Included are both (waterfall & stream) 3dsmax(7) source example files, the textures and the mdls. Textures are done by me!

http://social.biowar...m/project/5168/


Well, the project was available for a couple of hours, but there were never any files associated with it, and now Bioware reports that this project no longer exists...

So, I never got a copy of the files.

#25
Rolo Kipp

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<grinning wolfishly...>

I am *so* glad you taught me this is possible =)

<...as he pulls wool over his own eyes>

Modifié par Rolo Kipp, 08 octobre 2011 - 10:42 .