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new concept of waterfalls


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#26
NWN_baba yaga

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My mediafire and Rolo´s project download link is working.

Ok new project page and file is HERE!!!! Man that is more complex as the effect itself lol!

http://social.biowar...ect/5170/#files

Modifié par NWN_baba yaga, 08 octobre 2011 - 09:58 .


#27
s e n

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I love BABAFALLS!!! :P

#28
Rolo Kipp

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<shouts out loud...>

NWN_baba yaga wrote...

My mediafire and Rolo´s project download link is working.

Ok new project page and file is HERE!!!! Man that is more complex as the effect itself lol!

http://social.biowar...ect/5170/#files

WooHOO! :-)

Gonna take it off my page now... :-P

Gonna get a good screenie for the project photo? That 'rapids' texture is great!

<...the best way to shout>

#29
Bannor Bloodfist

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Yep, those falls look pretty good.

I now have the source files, so I can start work on creating a step by step tutorial, complete with screen shots to show folks how to use this for their own projects. Give me a couple days though, as I am having some PC issues, and apparently lost a memory stick, so I am down to less than 1gig total ram, and that limits how much graphic stuff I can do.

#30
Rolo Kipp

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<cries in his extra bold, extra sweet coffee...>

Bannor Bloodfist wrote...
I now have the source files, so I can start work on creating a step by step tutorial, complete with screen shots to show folks how to use this for their own projects.

Really looking forward to that :-)

Give me a couple days though, as I am having some PC issues, and apparently lost a memory stick, so I am down to less than 1gig total ram, and that limits how much graphic stuff I can do.

Ouch. That's as little as me :-(
Still have a mouse, though, right? ;-)

<...in sympathy>

#31
OldTimeRadio

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Bump!  I'm still really interested to see a tutorial on this! 

#32
Bannor Bloodfist

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OldTimeRadio wrote...

Bump!  I'm still really interested to see a tutorial on this! 


I am waiting on 2 sticks of ram so I can get my development machine running again.  I am currently not able to run NWN on this laptop (old xp, with only 1gig total ram, and the ram is shared with the vid card, so 3ds and the screen capture utils, etc, won't all run.  Winxp takes up 384meg or more of my available ram, so I am really really limited in what I can accomplish on this ancient laptop.  It also has no mouse, and many broken/missing keys on the keyboard.  I am missing the ctrl key and alt keys, and the spacebar only works when it wants to.  (I have to really bang it hard to get a space.)  GF had poured an entire cup of sugar and cream with just a hint of coffee in it directly onto the keyboard.  (She fell asleep with a full cup in her hand).  So, I guess I am lucky that I can still get access to interenet with this box.

Anyway, give me a couple more weeks, and I will have one created.  My memory should be arriving tomorrow or wednsday and then I have to see if that actually fixes the issue on the dev box or if I am facing some other major repair to it.

#33
Rolo Kipp

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<drinking some mandrake-root...>

Bannor Bloodfist wrote...
I am currently not able to run NWN on this...  ...So, I guess I am lucky that I can still get access to interenet with this box.

<wiping his eyes surreptitiously> You have no idea how close to home that strikes :-/ I have to shut down everything to use Max. If I want to adjust the texture, I have to shut down Max to use Gimp.  If I want to go online, I have to shut down Max. If I want to *play*, ... you get the idea.  Add that Max takes about 5 mins to start up on my laptop and... I *feel* ya, B.

Anyway, give me a couple more weeks, and I will have one created.  My memory should be arriving tomorrow or wednsday and then I have to see if that actually fixes the issue on the dev box or if I am facing some other major repair to it.

<fingers crossed> Really looking forward to it. You do good work :-)

<...beer in sympathy>

#34
Bannor Bloodfist

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Ok, memory arrived today, and my pc is back in action (sure wish I could have afforded to actually boost the amount of ram, but at least I can function again).

I have started doing screen shots of this process, but will take a day or two to actually organize everything. I missed a few shots that I think are needed to show the entire process. And I have to think a bit about the wording etc...

But the process has started, so it shouldn't take too much longer...

This tutorial is not really showing animation of an AuroraAnimesh object (although that modifier IS required for the process to work), it is only showing the UVW XForm modifier.

However, using the UVW Xform modifier is REALLY easy.

#35
Bannor Bloodfist

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Ok, first draft of the tutorial is available Here, corrected link Let me know if I need to make anything clearer (either via new pics or clearer textual explanations.)

Remember, this is NOT a tutorial on how to actually animate an object using animesh.  LIke that which was done in 1.69 Castle, Rural cliff faced tiles where you have animated waves.  In that tileset, the actual water plane itself was animated, NOT the texture.

At some point, I will attempt to create a tutorial on that aspect of using animesh as well.

Again, note that overuse of animesh WILL cause lag, so be careful in how much you use something like this.

One final point:  Baba Yaga's approach, actually animated two different textures, one on each of two objects (one in front of the other).  I did NOT display how that was accomplished, but it is simple enough to extrapolate by doing the same options for both objects, just changing the "V" offset by a different number so they each move a little bit differently to provide a greater feeling of depth.

Modifié par Bannor Bloodfist, 28 octobre 2011 - 12:20 .


#36
Fester Pot

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Bannor Bloodfist wrote...

Ok, first draft of the tutorial is available Here. Let me know if I need to make anything clearer (either via new pics or clearer textual explanations.)

Remember, this is NOT a tutorial on how to actually animate an object using animesh.  LIke that which was done in 1.69 Castle, Rural cliff faced tiles where you have animated waves.  In that tileset, the actual water plane itself was animated, NOT the texture.

At some point, I will attempt to create a tutorial on that aspect of using animesh as well.

Again, note that overuse of animesh WILL cause lag, so be careful in how much you use something like this.

One final point:  Baba Yaga's approach, actually animated two different textures, one on each of two objects (one in front of the other).  I did NOT display how that was accomplished, but it is simple enough to extrapolate by doing the same options for both objects, just changing the "V" offset by a different number so they each move a little bit differently to provide a greater feeling of depth.


Can't access the content and I don't want to register just to do so. I'm guessing you'll put the completed tutorial on NWVault for public consumption?

FP!

#37
OldTimeRadio

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Here is the direct link to the post on The Learning Curve forum.  It doesn't require registration.  I just went to HMC and manually navigated to where I guessed it would be.  If you right click on any of the screenshots and select "View Image", a larger image will be visible in which the text is more easily readable.

I'm going to be chewing over this tonight and maybe the weekend.  Looks good so far, Bannor.  Thanks!

Modifié par OldTimeRadio, 28 octobre 2011 - 12:19 .


#38
Bannor Bloodfist

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Sorry about that, I forgot that I was in "Admin" mode when I copied the link. I have fixed the original link and it should now work.

As to image quality... Photobucket forces a resize, the original FULL sized images are on my account there, but it will only allow what they call "websized" image links which reduces quality of image etc... If Harvestmoon ever gets it's new website up and running, I will be able to directly host the real images from a gallery, but I have no real clue if/when the webadmin will get his work done.

Regardless, I can package up the original images, and even the full set of files that I used from BabaYaga's link at the beginning of this thread and post it to the vault. It might be better in a .pdf format but I don't have a pdf converter.


Edit:  Ok, I do have a way to convert to PDF, but as I edit this, I see things that I could do to make things clearer.  Extra instructions/text to clarify etc.  I hate having to do things 5 or 6 times in different locations, to get the same end result.  So, as originally mentioned, this is the first draft, once I have it re-edited/finalized, I will package up a copy as PDF and post that to the vault.

Modifié par Bannor Bloodfist, 28 octobre 2011 - 12:55 .


#39
YeoldeFog

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Greetings!I have desperately tried to make a straight stream from one of Baba Yagas amazing flowing rivers here, but only ends up with the animation frozen (compared to the bend one). I have a feeling this is a very easy task, and ask if someone can modify the model and make a straight stream.

Also, is there a way to slow down the animation a bit?

Many thanks!
/YoF

#40
Borden Haelven

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NWN_baba yaga wrote...

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

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


A straight, sloping one over boulders would make good rapids...

#41
YeoldeFog

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Anyone, please? I promise I will use it well! ;)

#42
YeoldeFog

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I tried to remodel it in NWmax, but it ended up with half the texture missing, and the texture was way to fast. Does anyone have a tutorial, or can point me in the right direction of this?

#43
Killmonger

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oooh....
aw....
Those flows look great !
This project is very promising
Can "the flowing" come in different widths?
Like BH said, it could make for good rapids
In conjunction with OTR's shuttling riverbank terrain placeables (?) the effect could be very impressive.
Some form of scripting (I imagine like a reverse pinball effect) could handle the effects of current if a character was placed within the flowing area.
imo

Nwn just never ceases to amaze...
Keep up the innovations !! :-)

#44
Rolo Kipp

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<pointing...>

YeoldeFog wrote...
I tried to remodel it in NWmax, but it ended up with half the texture missing, and the texture was way to fast. Does anyone have a tutorial, or can point me in the right direction of this?

Bannor's excellent wrapup of Baba Yaga's water flow technique sounds like what you need :-)

<...like the old dog he is>

#45
YeoldeFog

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<Cheering>

I'll check it out!

#46
YeoldeFog

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I give up! I have tried every tutorial there is, and I am a miserable fail! I can't do this, the gods won't let me.

Please, can someone help me make a a couple of placeables of this?

What I want in priority order

1. Flowing river 1200 cm wide and 2000 cm long. (that is 1,2 x 2 tile).
2. Flowing river that bends to the left (same size, 45 degree bend)
3. Flowing river that bends to the right (same size, 45 degree bend)
4. Flowing river with a 22,5 degree angle. Would be awesome if the start and the end could slope aswell.

Extra points of you can somehow make it seamless, so if I put one of this tiles against each others, the transition between the water would be smooth and seamless! :)

Thank you in advance, whoever you are!

Modifié par YeoldeFog, 06 janvier 2014 - 02:03 .


#47
NWN_baba yaga

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it´s not easy to do this simple thing for nwn so it´s ok to give up on that one. 3dsmax animated textures are just a mess in a tileset based environment.

#48
YeoldeFog

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I've managed to take your curved flowing water and move the vertices to create a straight flowing water instead. Beyond that, things are starting to get messed up. Sometimes, the model just rotates and twists randomly, leaving a useless model and I need to restart. -.-

#49
OldTimeRadio

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YeoldFog, I'm not set up to do this for you but here's a 3 minute tutorial on how to make a scrolling texture placeable completely from scratch in GMax.  Perhaps between Bannor's tutorial and my video, things will make more sense?  After this process has been completed on a segment, the segment can be bent and the flowing effect will "stick".  But any mesh bending must occur after the scrolling effect is applied.

However....

YeoldeFog wrote...
Extra points of you can somehow make it seamless, so if I put one of
this tiles against each others, the transition between the water would
be smooth and seamless! :)

Heh heh, that part I can't recall off the top of my head.  The animations and seams are either going to magically sync up or not.  Like a lot of things in the Aurora engine, great things are possible to pull off but sometimes difficult or impossible to pull off like you want.

So, if you throw your hands up in the air on that process, there is a different way to go about creating flowing water- on a flat plane, anyway.  You may already be familiar with it, but Gaoneng's deliciously sneaky flowing river demo might meet your needs.  This is done with placeables which simulate water waves over an otherwise unmoving water surface.  The Amethyst Dragon expanded the concept with his Flowing Liquidds 1.1.  I believe that either Gaoneng and/or TAD's work made it into CEP, FWIW.

#50
henesua

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 I made a minor update to the flowing liquids. Rather than squarish particles they look round, and thus the illusion is just a little more believable. Also instead of blue water, it looks more like white froth.

Flowing Water v1.2

Posted Image

Modifié par henesua, 08 janvier 2014 - 09:53 .