Aller au contenu

Photo

custom meta tile (snippet)


  • Veuillez vous connecter pour répondre
31 réponses à ce sujet

#1
-Semper-

-Semper-
  • Members
  • 2 256 messages
sers folks.

as i need a bigger cave to put some stuff in there i spend the last 4h to build the first of two completely new meta tiles for the cave. this 3x3 one is almost finished besides texture slapping and beta testing. it's the entrance which leads into a bigger cave (5x4). i plan to to do 2 - 3 variations for the second one so that you can use this as a pirate grotto for a ship or an underground temple or castle or whatever.

of course you can post criticism if you like ;)

ps: it's built to connect to the vanilla cave hallways for easy use.

Posted Image

Modifié par -Semper-, 02 février 2012 - 10:41 .


#2
phil76

phil76
  • Members
  • 27 messages
Very interesting concept, big caves are missing in NWN 2.

#3
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 286 messages
This is awesome. I could definitely put this to good use. Cant wait to see the finished product!

Sweet meta tiles like this are exactly what we could use more of.B)

Modifié par IAmDeathComeForThee, 03 février 2012 - 06:58 .


#4
MokahTGS

MokahTGS
  • Members
  • 946 messages
 Son of a bitc...

great now I have to re-add my deep cave for the mome raths so I can use that...friggin, frig frig...this is why everything should be submitted to me in writing...

great job BTW...

#5
MokahTGS

MokahTGS
  • Members
  • 946 messages
 The only thing I would change is the removal of the "wooden" beams on the floor...since we already have placeables to do that.  That way you can have a natural version that can be dressed up.

#6
Alupinu

Alupinu
  • Members
  • 528 messages

MokahTGS wrote...

 The only thing I would change is the removal of the "wooden" beams on the floor...since we already have placeables to do that.  That way you can have a natural version that can be dressed up.


Like to second that, keep it simple.


I so need big caves for my Underdark.mod/Fanglewood. Any idea when it will be on the vault?

#7
-Semper-

-Semper-
  • Members
  • 2 256 messages

MokahTGS wrote...

The only thing I would change is the removal of the "wooden" beams on the floor...since we already have placeables to do that.  That way you can have a natural version that can be dressed up.


thought about that too. it's added as the second variant of that tile ;)

Alupinu wrote...

Any idea when it will be on the vault?


hopefully soon! texturing of the first one is almost finished. the second variant of it will be hammered out fast. the other tile shouldn't take that long.

#8
The Fred

The Fred
  • Members
  • 2 516 messages
Very cool.

MokahTGS wrote...
...this is why everything should be submitted to me in writing...

I was thinking of making a really awesome module with loads of cool scripting in it. Is that OK?

#9
MokahTGS

MokahTGS
  • Members
  • 946 messages
 @Semper - Variants???  Oh sheesh...so...yer gonna do more of this stuff right?

@Fred - Just make sure you fill out the paperwork correctly and have it submitted in triplicate to the correct offices by 8:05am...The office will be closing however at 8:12am for mandatory breaks determined by the local union.  Each submitted plan will be processed within 8 to 10 weeks and then be granted a 12 day review period in which the plan will be given a numerical rating which will determine its place in the clearance que.  

The clearance que will be cleared on the third Tuesday of every month except for alternate months in which the corresponding Thursday is part of the licensing bureau training exercise.  In such cases the clearance que will be cleared on the fourth Tuesday.

Plans without an accompanying 4029b form with authorizing sticker will be sent back for further review.  Please allow a minimum of 12 weeks for processing.


Assuming you get all this done...yeah, I think it should be fine.

Modifié par MokahTGS, 04 février 2012 - 04:27 .


#10
kevL

kevL
  • Members
  • 4 056 messages

MokahTGS wrote...

@Fred - Just make sure you fill out the paperwork correctly and have it submitted in triplicate to the correct offices by 8:05am...The office will be closing however at 8:12am for mandatory breaks determined by the local union.  Each submitted plan will be processed within 8 to 10 weeks and then be granted a 12 day review period in which the plan will be given a numerical rating which will determine its place in the clearance que.  

The clearance que will be cleared on the third Tuesday of every month except for alternate months in which the corresponding Thursday is part of the licensing bureau training exercise.  In such cases the clearance que will be cleared on the fourth Tuesday.

Plans without an accompanying 4029b form with authorizing sticker will be sent back for further review.  Please allow a minimum of 12 weeks for processing.


Assuming you get all this done...


TGIF

#11
-Semper-

-Semper-
  • Members
  • 2 256 messages
just a little update:

as expected the walkmesh is a horror trip again. man, i hate nwn2's walkmeshes.... or the exporter or both. dunno, it never works the first one hundred times. inside max there's nothing wrong. all flags are set, face id are correct but ingame it's ripped. dunno if that is because i am 14m below than z - right now the deepest tile is the trap where your pc awakens in motb which is roughly 8m down.

on top my pc crashes after 1min ingame with this tile. dunno if this is because of the walkmesh or the engine. there ain't too much polys - all in all 5k. the trap meta tile is made of 8k.
got the crashes fixed. this was caused by two 5sided polys within the c3 mesh.

Posted Image

ps: i don't like the texture of some walls. therefore it will be changed^^

Modifié par -Semper-, 05 février 2012 - 01:24 .


#12
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 286 messages
Well, I hate to say it but at least I'm not the only one who has horror trips with the walkmesh. I really don't know how those bloody deves could work like this when they made this game. How ridiculous and just lazy on their part for working with such a broken engine.

But I'm sure you'll get it, don't give up. That is one really good lookin meta tile. Can't wait to see it IG for myself!

#13
-Semper-

-Semper-
  • Members
  • 2 256 messages
yeah, sux big time. till now i've not found any issues. checked flags, face id, vertex color, converted to mesh, exported with different settings, lowered and highered vertices, redraw polys, converted to tris, played around with smoothing groups, changed edge flow, etc. the walkmesh rips always at the same spots. i changed geometry and c3 mesh too but nothing really helps.

btw the height ain't an issue. where the walkmesh rips the first time it's only 2m below 0.

Modifié par -Semper-, 05 février 2012 - 10:20 .


#14
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
I know you probably know this already, but if its a tile group, there has to be poly edges every 1000cm x 1000cm (or whatever scale you use.) or the walk mesh wont bake.  Iinside the individual tiles the walk mesh can be divided how ever you want.

Basically the walkmsh has to be made as if you grouped individual tiles

Modifié par Hellfire_RWS, 06 février 2012 - 11:45 .


#15
slowdive.fan

slowdive.fan
  • Members
  • 235 messages
I had similar problems on my first few metatiles. My fix was to make sure and do what Hellfire mentioned.

#16
-Semper-

-Semper-
  • Members
  • 2 256 messages
actually that's something new and would explain why it rips at the same spots always. imported walkmeshes were exported and baked without errors. i noticed the walkmesh tile scaling a while ago but thought that's not that important because obsidian's trap meta tile uses a "custom" mesh too besides the entrance where it covers one exact tile size. perhaps only the tile where it connects to other tiles has to be this size. whatever it is i'll try it out ;)

thx to both of you for the hint!

btw: editable poly or mesh doesn't matter, right?

Modifié par -Semper-, 06 février 2012 - 09:48 .


#17
slowdive.fan

slowdive.fan
  • Members
  • 235 messages
Yes it is only the borders to other tiles (when I say tiles I mean each 9 x 9 that makes up your metatile, not just the border of your metatile that connects to other tiles) that cannot be moved under any circumstance (actually you can move vertices in the z direction without problems...in the x and y you can move vertices as long as you move the vert along the edge of the border)...you can do anything you want in between the tile borders...doesn't matter if it is poly or mesh.

Modifié par slowdive.fan, 06 février 2012 - 02:28 .


#18
-Semper-

-Semper-
  • Members
  • 2 256 messages
yeah, it works! :D

finally it's back building without pulling out all my hair. thx for the help!

and here's the first ingame screenie with a test for texture swapping. next on list is the actual cave and the variation of the entrance without the stoney steps.

Posted Image

#19
The Fred

The Fred
  • Members
  • 2 516 messages
That's looking very cool.

MokahTGS wrote...
Plans without an accompanying 4029b form with authorizing sticker will be sent back for further review.

Do I have to get a yellow B35 form for that, or a puce one?

#20
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 286 messages
Looks awesome Semper. Bookmarking this in case I ever try something like this down the road. Good to know.

Job well done. Can you send a copy on my way now? :D

#21
kamal_

kamal_
  • Members
  • 5 240 messages
Now remove those wood planks please. We already have wood planks available to us in the toolset if need be.

#22
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 286 messages

kamal_ wrote...

Now remove those wood planks please. We already have wood planks available to us in the toolset if need be.

-Semper- wrote...

 next on list is the actual cave and the variation of the entrance without the stoney steps.

;)

#23
-Semper-

-Semper-
  • Members
  • 2 256 messages
the steps are already removed. i also increased the walkmesh to span the entire tiles so you can better move placeables around for decoration.

#24
-Semper-

-Semper-
  • Members
  • 2 256 messages
an update with another huge issues:

after fixing some of the uv isles and changing minor things i reexported the tile. all went fine but ingame after walking around 3m the characters only slides without animation and the game crashes seconds later. dunno what's wrong. double checked for 5 sided polys and the other stuff.

it drives me crazy... i can't find an error and i changed not really anything critical.
right now the whole metatile is unusable -.-

in fact this happens all the time now. i just renamed my nwn2 home folder and created a quick test module with only vanilla tiles (1 indoor tile with a starting point). after walking some meters with my pc the model freezes in t-pose and slides above the ground. sometimes after seconds the pc crashes.... this doesn't happen when i am loading a game. there everything stays normal without crashes.

someone knows what the f**ck is wrong?! i've got no clue at all...


this was all caused because i switched off vsync. dunno why the f**ck this happens but it works if i don't touch the button :D

Modifié par -Semper-, 21 février 2012 - 08:59 .


#25
-Semper-

-Semper-
  • Members
  • 2 256 messages
heads up - the rough stage is done. i exported everything and it works... besides the small issues with the camera because of the low level walkmesh. i won't create more tiles as deep as that. one troublesome room should be enough^^

somes screens with clutter and decoration and a dragon statue i created today just for test.

Posted Image

Posted Image

Posted Image