Well nevermind, its not really important and Im not even modeller just user in this case
Modifié par ShaDoOoW, 13 juillet 2012 - 02:38 .
Modifié par ShaDoOoW, 13 juillet 2012 - 02:38 .
well there is quite a problem for PW based modules that its client feature and this is not easy to distribute to the players.virusman wrote...
NWNCX is still very far from being a standard. There have been no CC releases utilizing these new features, so I'm not sure if it'll ever be a standard.
Modifié par ShaDoOoW, 13 juillet 2012 - 02:58 .
I do plan on making some CC for NWNCX besides the weapon VFX you opened up last year. I'm going to soon be testing out new beams and texture effects (my one texture replacement test in a pretty much blank module worked quite well) for my PW, and will be experimenting with the helmets in the near future. I just have several other things a little higher on my to-do list (like finishing the next section of reforged weapon models).virusman wrote...
NWNCX is still very far from being a standard. There have been no CC releases utilizing these new features, so I'm not sure if it'll ever be a standard.
I did some testing on this.virusman wrote...
Open face helmets:
...As I don't have any suitable helmet models for testing, the current implementation may have some bugs: i.e. disappearing head when re-entering area or logging in with helmet equipped.
Modifié par The Amethyst Dragon, 13 juillet 2012 - 11:50 .
Modifié par Failed.Bard, 14 juillet 2012 - 07:40 .
Yes, body parts all use plt textures, which allow tinting in the toolset. VFX use tga or dds, so their color is built in and not changable in the toolset.virusman wrote...
How do HaVFX solve the scaling issue?
Why plt texture?
It is possible to use plt on creature models, but those models have to be altered to use a particular plt. There are currently a few of these sort of models in the CEP (link to how they use these).Failed.Bard wrote...
Admittedly, being able to use plt mapping on vfx and creatures in the first would eliminate the need for a number of workarounds that have been thought up.
Modifié par virusman, 14 juillet 2012 - 09:15 .
The Amethyst Dragon wrote...
It is possible to use plt on creature models, but those models have to be altered to use a particular plt. There are currently a few of these sort of models in the CEP (link to how they use these).Failed.Bard wrote...
Admittedly, being able to use plt mapping on vfx and creatures in the first would eliminate the need for a number of workarounds that have been thought up.
Definitely would be great. Would make for even more variety without having to make all new models to go with new plts.Failed.Bard wrote...
Really, just an internal switch to where it checks plt >> dds >> tga for all model types, using the highest priority type found, would be the ideal solution. Then you could do all sorts of extra things not easily done now.
Modifié par The Amethyst Dragon, 16 juillet 2012 - 04:03 .
Modifié par virusman, 16 juillet 2012 - 02:16 .