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Peek a BOO


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#1
Vibrant Penumbra

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 I am not a happy camper *pout*

I finally got around to putting my 9m whirlpool in a module and testing it out in game.  It plays peek-a-boo!:blink:

Depending on what angle I look at it, it's all there or completely gone!

Posted Image

There's another odd thing about my mischievous vortex... when my PC stands behind it (lightened area) only his boot is visible... :?

Posted Image


Help? :crying:

Modifié par Vibrant Penumbra, 24 novembre 2011 - 08:52 .


#2
Lord Sullivan

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Ah yes, good old limitations of the engine.

Not sure what could make it disappear in certain angles as I don't know how you designed it
and what NWN parameters you gave it (3D Design) and/or (In-Toolset).

But the transparency issue... well you'd have to make it a (Tile) for the tileset in order
to see your character through your model, but there are still some issues like (Shields)
and (weapons) not being visible through the model as a (Tile) if your character has them equiped.

As a placeable, this is what you get as shown in your image.

Modifié par Lord Sullivan, 24 novembre 2011 - 09:25 .


#3
Vibrant Penumbra

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 Well, I can live with the transparency, er, clipping or whatever... But the now-U-C-it-now-U-don't just wont fly. Or swim.<_<

In the toolset, it's just a static placeable.

The biggest experiment, really, is using Babayaga's animesh animated texturing technique. 

But I really don't know how that is making it flicker when I move the camera...

Update: removed all the animated texture and it still peeks and makes me boo :crying:

#4
lordofworms

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do you have the model linked to an "a" node? out of curiosity? also in the placeables.2da make sure you are not trying to 'reflect' any images, your ENVMAP should be set to ****.

really funny though , when I first looked at that I was like? wait? how did she get my copy of undersea v10? cause that whirlpool looks almost identical to my own (built into the tileset itself, so placing is dependent upon the tile itself.

I guess incredible minds think alike eh Penumbra?

#5
s e n

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you just change super model type and its ok, cant remeber wich type is ok, probably tileset or other

#6
s e n

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ok i checked, open your model in notepad, change the classification to Character, save and see that really should make the trik

#7
Vibrant Penumbra

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Hey, Big Guy! :happy:

lordofworms wrote...
do you have the model linked to an "a" node? out of curiosity?

Nope. Just pressed ok when it said to make the animroot plc_whrlpl_9m :( How do I add an "a" node? That "dummy" button didn't seem to do anything :P

also in the placeables.2da make sure you are not trying to 'reflect' any images, your ENVMAP should be set to ****.

Yipper! ^_^ Did that.

I got rid of the inner cone and now it doesn't flicker, but I can't get the silly texture anim moving again :pinched:
Posted Image
Here I noticed my normals were flipped (That sounds so naughty!)

really funny though , when I first looked at that I was like? wait? how did she get my copy of undersea v10? cause that whirlpool looks almost identical to my own (built into the tileset itself, so placing is dependent upon the tile itself.

Darling, I am a creature of shadow, you know ;)

I guess incredible minds think alike eh Penumbra?

 
Or Big Guys never notice a little "vp_snatchnrun" service in their system tray? :innocent:

Posted Image

So I doubled the faces of the cone & top and got this cool interference effect (because I forgot to animate the texture on the outer faces... but I like it :) Animates great... in 3DS <_<

And, somehow, that weird clipping just disappeared when I removed the inner cone...

Posted Image

But without the whirling dervish, a whirl pool is just a pooh-l :huh:

Guess I better re-read Bannor's toot=]

Tootles!

Modifié par Vibrant Penumbra, 25 novembre 2011 - 04:00 .


#8
Vibrant Penumbra

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Hey cutie :)

s e n wrote...
ok i checked, open your model in notepad, change the classification to Character, save and see that really should make the trik

Did that, but it was already character.  Think it's something to do with nesting translucent, alpha-mapped animesh inside each other :P

Sometimes I try too hard:blink:

#9
s e n

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weird... you set your transparencies under the a node?

#10
Vibrant Penumbra

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 Nope. Don't have an "a" node. The model base is the anim root. The geometry itself is translucent with an alpha mapped version of Baba yaga's water texture (beautiful water!).
That part all works well. But the animated texture in 3DS just sits there in game.<_<

#11
s e n

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try adding an a node then, its a simple dummy that shares position and name of the model base but you add an a at the end of the name (es model abc would become abca), you link the a node to the model base and you link to the a node the stuff you get animation (or transparencies, though thats not always neeeded)

#12
s e n

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another thing you should check is teh classification in notepad AFTER you exported the model, since both nwmax and cm3 may change the classification at their likings, even if you dont ask them

#13
Vibrant Penumbra

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 Ok, figgered out how to add the dummy (not the dummy button on NwMax :P). Did that. Double-checked my classification in np++... "character".  While I was there, scrolled down to anim node... only one anim node?

Hmmm, and in the UVW xform, the sampling interval says "-60". How do I change that to Bannor's "25"? (# of samples is 0)

Oh, and none of the above changed anything :?

Modifié par Vibrant Penumbra, 25 novembre 2011 - 04:32 .


#14
s e n

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just one dummy yep

with animesh you set the number of samples, and on export nwmax will calculate the interval automatically by getting the number of frames from the animation in your model, so its good if you synch xform with animation of model, thats all you have to do..

i suggest you to change a few classifications and see what happens: especially Tileset, Other and Character... try to set different linkage of the meshes, maybe you dont need to put everything under the animation node... also, if you dont animate verts, you can just step back from animesh and make a simple animation of the whirpool... i suggest you 1st to solve transparency rendering issues without animesh or other animations involved, then adding animations once you have everything rendering correctly

#15
lordofworms

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just open Gmax or 3ds max(whatever your using) and under helpers select 'dummy' , then click and drag (it creates a box), reposition it to 0.0.0, change its name to the name of your model+a, so if my placeable model base was called "whirlpool' just call the dummy "whirlpoola", then link it to the model base, THEN link the alpha models to that dummy node then re-export.

#16
Michael DarkAngel

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Vibrant Penumbra wrote...

 Ok, figgered out how to add the dummy (not the dummy button on NwMax :P).


Just for clarification, when pressing the "Dummy" button on the NWMax rollout it remains selected until you click somewhere in the scene thus placing a dummy node where you clicked.

An alternate way of doing this is to select the "Create" tab, select "Helpers" from the buttons at the top, select "Dummy" under the "Object Type" rollout.  Click and drag somewhere in the scene thus placing a dummy node sized by the amount you dragged where you clicked.

If your scene is rather large you may be unable to see the dummy nodes placed using the first way.

Posted Image
  MDA

Modifié par Michael DarkAngel, 25 novembre 2011 - 10:45 .


#17
Vibrant Penumbra

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 @SEN: Ok, got all that working (and that means "Thank you for the help!" :) ). That is, the geometry is animated just fine and works in game.  It looks... ok. :P Solved the transparency clipping by removing the inner cone. At least, I *think* that's how I solved it :blush:

@Big Guy: Yup. Didn't know it before, but I figured it out by banging on every button I could find like a chimpanzee... a *cute* chimpanzee, I might add :D

@MDA with the cool burning siggy: Ahhh! I just pressed it . Then pressed it and pressed it and pouted and pressed it a few more times. Then I stuck my tongue out at it and *nothing* worked ;).

Now I know.  

And the whirly pool does look ok.  But it is so much more awesome with the animated texture in 3DS :(

Wish I knew why it wont export :P

Modifié par Vibrant Penumbra, 26 novembre 2011 - 05:20 .


#18
Lord Sullivan

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Vibrant Penumbra wrote...

[Sniped]
....  It looks... ok. :P Solved the transparency clipping by removing the inner cone. At least, I *think* that's how I solved it :blush: ...


Actually, it is my mistake to have said that with a placeable that is what you get.

To be accurate, as a placeable, that is indeed what you get "Only" if it is placed at design time
and set to static. If it is not static, the tranparency works correctly.

Modifié par Lord Sullivan, 26 novembre 2011 - 06:57 .


#19
Vibrant Penumbra

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Lord Sullivan wrote...
To be accurate, as a placeable, that is indeed what you get "Only" if it is placed at design time
and set to static. If it is not static, the tranparency works correctly.

Ahhh. That makes sense.  :mellow:
Not sense in the sense that it should work that way, but sense in sense that that seems to be what happened :P
(and people say I have no sense...!)

I had it static the first few go-'rounds.

Well, I'll give it until the deadline to figure out the animated textures, but I'm otherwise done with this.

It's been fun... :) 

Buhbye!

#20
wyldhunt1

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I know you're done with this, and I know that I am not a modeler by any stretch of the word...
However, the peek-a-boo problem made me think of a few people who had that exact same issue with models that they'd import in to the UDK. The models would be fine in 3ds max, but they'd go away in game when viewed at certain angles.
The problem then was the model itself. Apparently, the way that graphics engines process models, each model should be a single solid piece with no holes in the geometry anywhere. Multiple bits should all be welded together (Is that the correct term? Welded?)....
A single unwelded seam can make an object flicker at angles when that seam is visible.
You mentioned that the issue went away when you deleted part of your model? Is it possible that the part you deleted wasn't attached correctly however NWN needs them to be connected?

UDK and NWN are very alien engines, but the technique for rendering to/from your GPU is likely similar. So, I figured I'd mention that. May be obvious/wrong. If it is, I appologize.
Like I said, I'm not a modeler.

#21
Vibrant Penumbra

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 Actually, that makes a lot of sense.^_^

I had some nasty little issues with flipped normals and a couple other things with the geometry, so I eventually just started over with a minty fresh (like TAD) cylinder, applied the animated texture and then mucked with the vertexes.

After that, and removing the inner cone, the flickering went away and the animated textures animated.

Cool. B)

I hate it when I don't know what I did wrong. I love it when I get it right, though :lol: