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#1
IAmDeathComeForThee

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Would it be too much to ask if I could get somone here experienced wih NWN2 modelling to take a look a placeable I'm having toubles with?  I've tried everything with my fist model to get the C3 and C2 meshes working, but with no luck.  My model always seems to want to fade and go transparen IG, no matter what I try.

So I figured I'd give that one a break and move on to a different model I'd been planning to makel.  So, now, again, I'm having the exact same problem and I am pullling my hair out.  I'm almost thinking Max is doing something during the exporting process, IDK. 

But, if somone would be kind enough to have a look over the model and see if they can pinpoint the problem, I would be forever thankful.

Here is a link for the file.
http://dl.dropbox.co...r Placeable.rar


Any help or point in the right direcion would be hugely appreciaed.

#2
IAmDeathComeForThee

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Just a friendly bump and a little more info.

Exporting the placeable without any C3 or C2 mesh at all has the exact same effect. Now, originally when I first started doing this, what would happen to an object without a C-mesh is the camera would just flip upside down and act a little wonky, but there would be no fading of the placeable. Adding a C3 mesh actually would fix the camera and it would work flawlessly. So I'm not sure what has happened since to cause this weird fading bug but it has been boggling the mind for the past 2 weeks.

If you could offer some advice and maybe take a look at my objects (I have a building as well, see pic), I would be very grateful. I've wasted so much time trying to figure this out on my own changing this, that, and the other that I really need someone else to help.  All said and done I'll be putting these up on the vault.


Building (not my original model):


Image IPB (original model left)

Image IPB
Image IPB (pic when c3 actually worked but would get weird chimney duplicate in the map as you can see in the background.  And no never had an second chimney object selected in 3ds max exporting:()
Image IPB (pic when c3 actually worked)

Interior (for kicks):
Image IPB
Image IPB

Modifié par IAmDeathComeForThee, 06 février 2012 - 12:46 .


#3
-Semper-

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i've not edited your model but just from the glance on it there are several things which have to be changed. dunno if they cause your issues but it's worth a try:

- in general your collision meshes have to be bigger than your model
- the c3 mesh has to be smaller than the c2
- the c2 is the less detailed and biggest one
- if your model is built from more than one part at least one mesh has to be named like your model

eg: in your case not a single mesh is named PLC_MC_SpiralStairs. just delete the "_a" suffix from one. your c2 mesh is identical with your c3.

ps: you can save a ton of tris if you delete the not visible polys.

Modifié par -Semper-, 04 février 2012 - 09:48 .


#4
IAmDeathComeForThee

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Alright thank you very very much Semper. I was feeling very lost and alone here as there seem to be not many modellers out there right now for NWN. I'll give all that a try. I thought I read somewhere also that only a C3 mesh is required and C2 isn't all that necessary. Any truth to that? Regardless I'll make the changes you suggested and post back my results and hopefully get this content on the vault soon as well.

Thanks again man, I really appreciate the feedback.

#5
IAmDeathComeForThee

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Well, I made those suggestions Semper for that model and it's working a lot better now.  You can at least walk onto the model now without it disappearing, but it will still disappear if the PC walks behind it.  Not a big deal for a placeable like that, but I'd rather there be zero disappearing for say a building.  So not really sure what causes that.

Now, I'm still having issues with this building.  It disappears when I'm on it or even when I just place the courser over the door IG.  I double checked everything and remade the c3 and c2 meshs over twice now with no effect.  I'm at a complete loss with this one.  I've imported a lot of models including most of the RWS towers to take a look and compare the meshes, and as far as I can see I've done everything properly. 

I'm really confused here as again, when I first started exporting models into the game, there was no disappearing of any kind.  if there were no C meshes the camera would just flip and do weird things, fixed after a C mesh went IG.  So I don't know if the MDB exporter is suddenly buggin out or what.

So, again, if someone could please take a quick look at this Tavern model(above pics), (Semper?)  I would be hugely HUGELY grateful. 

Also, a small side issue; my hook points for the doors show up IG when I have Hook Points as viewable, yet the doors don't want to hook on.  Is there something I need to select in the toolset so doors can attach?

Thanks for any help.

Modifié par IAmDeathComeForThee, 10 février 2012 - 09:25 .


#6
slowdive.fan

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Isn't there a setting in the toolset to make the placeable not fade? Or maybe in the 2da?

#7
IAmDeathComeForThee

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AH-HA!  I bet you it's in the 2da!  I think things may have started going wonky after I added these as new 2da entries as opposed to placeable overrides.  I'll have to check after work, but that would be so awesome if that was the case.  Thanks man!:D

#8
-Semper-

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yeah, you should check the fade column of the placeables.2da.
btw your c2 mesh is wrong. it's made out of 3 different meshes all named _C2A, _C2B and _C2C and don't work. just attach those 3 meshes and rename the mesh to _C2.

12k tris for a building is really dense. plus there are no lod meshes - dunno for what areas you'll use the house but you should avoid using lots of 'em :D

i dunno if the engine behaves wierd if the pc is moved within the collision meshes. perhaps check this and cut those meshes above the balcony.

Modifié par -Semper-, 08 février 2012 - 05:30 .


#9
IAmDeathComeForThee

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Wow, can't believe after all that time it was just a property in the 2da. Thanks Slowdive, that is such a relief. I can finally go to bed and sleep easy now without this flippin thing hangin on the back of my mind.

Yea Semper, I'm going to make the two LOD meshes in polycruncher. Just wanted to get this stupid thing out of the way. I'll try bringing down the main model as well then without losing too much detail.

And weird about the C2 mesh names. I thought it was all attached and named the same already. I had just finished making that particular mesh shortly before I uploaded the file, so guess I didn't get em all attached like I thought.

#10
MokahTGS

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Excellent job on this stuff and I look forward to seeing it in game. Nice fish BTW. Also, are those stain glass windows separate placeables or part of the tiles?

#11
M. Rieder

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I thought I saw those on the vault a while back.  Not sure though.

Modifié par M. Rieder, 10 février 2012 - 06:19 .


#12
IAmDeathComeForThee

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The windows I cloned off the building and made into placeables. I have several fish as well as this is all for a small fishing village. It's possible this may have been on the vault as I purchased the model off the internet, as I fell in love with it as soon as I found it. The top pic shows the original model. I re-textured it completely as the original used a 2048x2048 texture, yet looks way worse and less detailed then the new 1024x1024 texture I gave it as the first was horribly optimized.

I also added in the balcony myself to the model. So if it was ever on the vault, I doub't it looked like it does in the above pics. Also those interiors are mine and have never been put up on the vault.

Modifié par IAmDeathComeForThee, 10 février 2012 - 10:00 .


#13
IAmDeathComeForThee

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I'm still having issues with the C meshes though. After checking the save I made, the C2 wasn't broken up like you say it is Semper. I'm going to import the MDB and see if anything is getting mucked up on the exporting process. I haven't worked on this since I discovered the fading issue, but haven't had a chance to look into the Cmesh problem again. Hopefully tonight I'll have time to take a good stab at it.

#14
MokahTGS

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 As the resident CC download queen I can say with certainty that this has never been on the vault.  You need to finish this up and and correct that problem.

#15
IAmDeathComeForThee

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A new tile for the spiral stair case placeable I made.

Question:  Is there any way to have the floor spin with the rest of the tile as well in the toolset?  The staircase spins 90 deg with the door (pressing R, L) and so the hole in the floor no longer properly matches up unless the door faces to the one direction..

Image IPBImage IPB

Modifié par IAmDeathComeForThee, 12 février 2012 - 04:35 .


#16
slowdive.fan

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From RWS site

http://www.rwscreati....php?f=18&t=263

Floors:

There are two types of floors that you can accomodate in your tiles; Static and Rotating.

Static Floor planes: Static floor planes do not actually rotate when you rotate the tile in the toolset. Instead the floor remains motionless and the walls, columns and roof rotate about the center of the tile. This works on any tile or tileset that has a single level.

Such tiles place a "_F" suffix to the floor plane and any other geometry that should remain motionless on the floor.

Example = TL_CV_CCCC_01_F

The advantage to this is that your texture doesnt need to be seamless regardless of rotation but can tile independantly in each direction. Also your floor geometry really aught to be the full 9m x 9m size of a typical tile.

In the User defined properties. Type UIFlag = No_Cast_Shadows

If it does not have this flag set, the object will not light correctly in game

Where this doesnt work at all is on any tile that changes elevations, such as stairs up or down, or pit tiles or any other multilevel tile. In this case you need a;

Rotating floor:

The rotating floor does exactly that, when you rotate the tile in the toolkit, the floor rotates with the wall and roof geometry. In this case your floor geometry can be anything, the suffix for this type of floor is "_RF"

Make sure to read "How to set up a tile for texture swapping"

To get the targeting cirlce to appear on the floor you need a different user flag...

In the User defined properties. Type UIFlag = No_Cast_Shadows | Projected_Textures

If it does not have this flag set, the object will not light correctly ingame and projected effects circles like your targeting circles for area of effect spells and even targeting circles around enemies and npcs wont appear.

#17
IAmDeathComeForThee

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Awesome! Thanks man, very much appreciated. :)

#18
IAmDeathComeForThee

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OK, going back to the building issues.  I've taken a break from it as it had me frustrated beyond comprehension.  So coming back to it with a fresh mind, I started by taking a look at the exported MDB and importing it back into 3ds. BIG problems!

So, it is an exporting issue.

Here are some comparison shots of the model before exporting, and then after it's been exported to MDB.

Everything gets mucked up.  The C2 mesh splits into three parts, as well as the main model ends up getting split into spearate parts as well.  The only things that seem to stay intact are the _W mesh and the C3 mesh.

WHAT IS GOING ON!?:blink::pinched::crying:


(Before exporting)
Image IPB

(ignore the other objects not selected, they are the window placeables.)
Image IPB



(After exporting)
Image IPB

Image IPB



((No lod models in yet.))

Modifié par IAmDeathComeForThee, 18 février 2012 - 07:29 .


#19
IAmDeathComeForThee

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Actually, taking a closer look at the C3 and _W meshes, their geometry is getting all jumbled up as well. Something is definitely wrong with exporting... :/

#20
phil76

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I have also experienced some weird things when exporting. For example I have an armor fully smoothed, when I reimport the mdb it lose some smoothing.

Modifié par phil76, 19 février 2012 - 07:06 .


#21
IAmDeathComeForThee

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Fixed!  Fini! Finished!  Done! Working! Finally!

Reinstalled 3DS and an earlier version of the MDB Utility and all is good.  Gee wizz...<_<