Sea Waves
#26
Posté 25 mars 2012 - 10:55
#27
Posté 25 mars 2012 - 11:58
first it just seems off a bit that the clouds would rock back and forth along with the ocean like that.. would it be easier and be more useful as just the tileset feature with the rocking/animated ocean?. let the mod builder just use fog/limits color blending to put it together nicely and use the built in skyboxes.
don't take the critique badly, this is surely waaay cool!!! I got excited just looking at the first concept!
#28
Posté 26 mars 2012 - 04:04
@LordofWorms - It's all good! The original request was for something simulating a big ocean storm and so the choices I made were with that in mind. IMO, the sky rolling with the sea causes a sort of mental distinction that separates the ship from the other two. It's an illusion after all, so the more things I can stack up to enhance the effect help. The water waves on their own are kind of weak so the sky and things like the bow wave help. Below this is a video of leaving out the skybox entirely and you can download the modified model to check it out yourself:

There's still room for improvement but because we're dealing with a standard skybox (with the skyblurpoly shell), we can bring fog back in and the edges look much better. I like it quite a bit, actually! I'm going to try to polish things up a bit over Spring Break but what do you all think? I like the rocking sky but I'll trade it for not having to deal with the edges where the water meets the sky. I'd still like to do some combat at sea and I don't know if this will make it harder or easier but for just plowing through the ocean it's pretty sweet- and you get control back of the skybox scripting for changing weather, etc.:
Modifié par OldTimeRadio, 26 mars 2012 - 04:05 .
#29
Posté 26 mars 2012 - 06:39
Now, if it were walkable water so I could toss sea monsters and swimming PCs out there, I'd be in heaven
Karvon
#30
Posté 26 mars 2012 - 02:43
#31
Posté 26 mars 2012 - 10:41
If you have the sky-sphere rocking one direction and the water plane rocking the opposite it should create both illusions at the same time and with half the rock. That or just make the player seasick.
Modifié par Vipre, 26 mars 2012 - 10:42 .
#32
Posté 26 mars 2012 - 10:48
but the one without your custom sphere, also is good and gives the sense of just 'sailing' ...
I think I would add both of these, an adventure at seas start with the no custom sphere, and when you run into a storm,load the skysphere one(with all sorts of dark ominous sky)...
you really do inspire people here. Since your thinking and manipulation of the nwn engine is always so cool and outside of the box...and best you happily give out all the hard earned work like you were handing out candy at Halloween.
#33
Posté 27 mars 2012 - 12:54
#34
Posté 27 mars 2012 - 02:52
#35
Posté 27 mars 2012 - 02:45
#36
Posté 27 mars 2012 - 04:00
OTR - thanks for doing this stuff & for showing the way to taking a nwn sea adventure to another level.
#37
Posté 27 mars 2012 - 05:15
I haven't tried scripting them, I don't think anyway, but here's how to make an animated mesh in GMax from scratch. Works fine. Check this out and see if you're doing something differently:Zwerkules wrote...
Sadly animated meshes don't work in gmax and I guess there's no way to make them work with scripting.

I'll bet you're clicking on the AniMesh modifer after setting the number of samples? It blanks out the number of samples and you have to re-enter it.
File outputted from the demo:

I'm stil working out some more ideas so I don't have anything more yet. I encourage everyone to play around with this themselves and see what they come up with. Post screenshots or videos! If any modder needs help with the basic effect, just post what the problem is and I'll see what I can do to help. But I'm almost a fish out of water in GMax. Very used to Max.
Thanks for all the positive comments!
I don't have a response yet to some of the suggestions, but I will reply when I do. You guys rock!
Modifié par OldTimeRadio, 27 mars 2012 - 05:20 .
#38
Posté 27 mars 2012 - 06:24
#39
Posté 27 mars 2012 - 06:40
#40
Posté 27 mars 2012 - 08:38
@ShadowM - Take a look at this video for scrolling-texture animesh in GMax:

I'd really like to see how you do that with skin mesh! In my mind I know what you're talking about- and it looks cool- but I haven't been able to make it look in Max how it looks in my mind.
You can download the output from that video (including the texture) here:

NOTE: In my demo video the texture's scrolling does not play back perfectly smoothly. This is because my animation frame range is 100 but my animation only runs to frame 90. It plays back perfectly in-game.
Modifié par OldTimeRadio, 27 mars 2012 - 09:09 .
#41
Posté 27 mars 2012 - 09:50
#43
Posté 29 mars 2012 - 12:25
I have been messing with this concept myself and should have something to show by the end of day.
#44
Posté 29 mars 2012 - 03:37
I been messing with this idea for several sea variant tile features based on the microset. (medium/low/high pitches, side-side rocking,etc)
the only problem I seem to run into is the scrolling texture always seems to 'skip' when transitioning from end frame to beginning frame.
when I autokey from beginning I am setting .25 for each block of animation (i am using 4 keys currently) (1 at 45, another at 90, another at 145, and lastly 189)
from what i understand I want it to start at 0.0 and then through the course of the animation end up at 1.0 for its v coordinate in UVWxForm.
how can I get a smooth transition from frame 189 back to frame 0.
it seems that autokey kinda jumps the UVW xform a bit so that when going through the frames , frame 0 is at like 0.0025 instead of 0.0 for its v coordinate.
any advice?
#45
Posté 29 mars 2012 - 05:31
You're trying to do this as a tile animation, is that correct?lordofworms wrote...
I been messing with this idea for several sea variant tile features based on the microset. (medium/low/high pitches, side-side rocking,etc) the only problem I seem to run into is the scrolling texture always seems to 'skip' when transitioning from end frame to beginning frame.
You can get away with using less keys, though in some circumstances Max/NWN will guess incorrectly about which direction things are moving and you'll have to use a few more to clue it in. If you look at the last video I posted, you'll notice I don't lay a key down at 0, my first key actually goes down at frame 45 (of 90 frames) and GMax/Max automatically places they key at frame 0.when I autokey from beginning I am setting .25 for each block of animation (i am using 4 keys currently) (1 at 45, another at 90, another at 145, and lastly 189)
Yep. For the most basic kind of animating like this, that's right.from what i understand I want it to start at 0.0 and then through the course of the animation end up at 1.0 for its v coordinate in UVWxForm.
Could it be that the length of the animation you define in the tile base does not have the correct frame range? There is also the possibility that the frame range for that animation is hardcoded by the engine. I'm not sure if that's the case or not.how can I get a smooth transition from frame 189 back to frame 0.
In most cases this is due to having set the frame range wrong in the tile's base. However, if you attempted to reimport the animation back in via NWmax (which is bad, don't do that), NWMax will adjust your animations so that your animation actually starts at frame 10 or something like that. This can throw things off. NWMax was built with some ideas about how things should be done and it appears that (on reimport) it tries to fit things into that mold. In this case IIRC, the reasoning behind NWMax mucking with the animations on reimport (if that is, indeed, what you're dealing with) has to do with NWN always needing a key of some sort at frame 0 and the convention of starting animations at frame 10. I'm not sure if that accurately reflects how the NWN engine works, today, but some of these issues were reported in the distant past and it appears that some functionality may have been implemented in NWMax to account for the behavior. All of that is purely if the issue you're dealing with involves getting screwed keys on reimport of animesh.it seems that autokey kinda jumps the UVW xform a bit so that when going through the frames , frame 0 is at like 0.0025 instead of 0.0 for its v coordinate.
I also saw the above behavior when reimporting animation keys which were simply baked starting at frame 0, so it's not just animesh.
Modifié par OldTimeRadio, 29 mars 2012 - 05:34 .
#46
Posté 29 mars 2012 - 09:28
To fix the texture animation, take the texture and put a line in it to better see it in nwmax, that what I doing right now to fix the jump effect.
Some more ideas with this system is a lava version on the high lava seas, lava rivers, just plan lava pools.Ok uploaded to the vault now too I post the link when it up.
Modifié par ShadowM, 30 mars 2012 - 02:01 .
#48
Posté 31 mars 2012 - 03:06
Just please don't call it mine!
I like your emitters though, especially the ones at the bow. IMO the ones along the side need to have splat turned off if it's turned on. The pitch cycle on your animation node is broken and the water moves way too fast on the animesh, IMO.
I'm still working on my WIP so I don't have any screenshots or videos or anything yet. I'm trying to make it so the same placeable has both the "sunny day & normal waves" and "stormy day and more frequent waves". Not sure if that's going to work.
#49
Posté 31 mars 2012 - 03:30
OldTimeRadio wrote...
@ShadowM - LOL! You goofball! Get my name off that submission. And change the module and the hak's name too. I realize you were just trying to be respectful but that's not even my model, it's the horrible thing that happens when one imports my model into NWMax and then exports it again. Your have my blessing to replace OTR with ShadowM and call it yours!
Just please don't call it mine!
I like your emitters though, especially the ones at the bow. IMO the ones along the side need to have splat turned off if it's turned on. The pitch cycle on your animation node is broken and the water moves way too fast on the animesh, IMO.
I'm still working on my WIP so I don't have any screenshots or videos or anything yet. I'm trying to make it so the same placeable has both the "sunny day & normal waves" and "stormy day and more frequent waves". Not sure if that's going to work.
Well you the one that put all the information together for all of us so I figured you should be the one that should put up a product for voting etc.. I just wanted to put a sample so others had a gmax version to play with. I saw the texture movement topic but skip over thinking was only good for 3dsmax so you showing me how that worked in gmax thank you. LOL funny I think the emitters look bad, I just tossed though together. I think I fixed the animation skip pretty good. LOL You think it fast now, when I started it was really flying fast hehe I was thinking of maybe making differant speed version, but yeah I been trying to slow it down and keep it in sink. I will work on it some more late sunday and monday, I also try and find my old placables waves (on another laptop, hope they not lost. Ugh) and post some pic.
(ok made some changes to the vault submission)
Modifié par ShadowM, 31 mars 2012 - 03:40 .
#50
Posté 31 mars 2012 - 04:03
www.youtube.com/watch
I dont know how to make the cool auto-inserts like OTR did, but here is where I am at with alpha-stages. These will be uploaded to vault when complete.
Modifié par lordofworms, 31 mars 2012 - 04:09 .





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