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In the last 11 days VirusMan has done the following impossible things:


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#1
OldTimeRadio

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1. Revealed undocumented functionality allowing environment maps to be changed on the fly. (Demo Video)

And released a NWNCX update which:
2. Allows for the creation of new beam effects
3. Allows for dynamic texture replacement.  Like stoneskin, but with whatever you want. (Demo Video)
4. Unlocks four new ProjTypes (Demo Video)

In short, there is some crazy goodness going on in this thread  Check it out and pitch in to help us test all this unbridled coolness.

Thank you VirusMan!

:o

Modifié par OldTimeRadio, 16 juin 2012 - 07:18 .


#2
Rubies

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If I could get it working in a compatible way with my launcher I'd love it even more, but that's just me being a bit lazy I guess. Even so it's totally awesome to see how much NWN can be fiddled with. :D

#3
Carcerian

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Very impressive, I can see a LOT of potential here!

#4
Carcerian

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Reading about impossible things (the best kind) reminded me about something I wanted to pick your (and everyone else's) brain about....

Ok recently It has been said that items require either a tga, dds, or plt to display, but apparently this is not entirely true...

Take the rather curious case of the "The Solar"

Posted Image

While happily frolicking through the depths of the vault looking for the next creature to decapitate (for my heads vivisection) I came across this curious creature from the primordial age of legend (2003) who's wings and halo have a NULL bitmap, but display in a gloriously golden color ingame (assumedly changeable by tweaking applicable RGB values in Model) and a glaring neon yellow in toolset...

When converted to a staff head they continue to function the same way...

Posted Image

(toolset)

Posted Image

(ingame)

However, once I converted them into floating neck based halos they suddenly began to inherit the skin color channel...

Posted Image

and when converted into a PC head they inherit the Tattoo 1 color...

Posted Image

Example of the halo itself from a mdl file...

...
node trimesh Halo
  parent neck
  position -0.01 0.01 0.43
  orientation 1.0 0.0 0.0 0.0
  wirecolor 0.556863 0.556863 0.556863
  tilefade 0
  scale 1.6
  render 1
  Shadow 0
  beaming 0
  inheritcolor 0
  rotatetexture 0
  alpha 1.0
  transparencyhint 0
  selfillumcolor 1.0 1.0 1.0
  ambient 1.0 1.0 1.0
  diffuse 1.0 1.0 1.0
  specular 0.0 0.0 0.0
  shininess 10
  center 0.0 0.0 9.83477e-007
  bitmap NULL
  verts 288
    0.0 -0.0703345 0.0
    0.0 -0.0694777 0.00319737
...

Definatly not the way things are done normally (but finding new ways to do things is the whole point :D)

Modifié par Carcerian, 15 juin 2012 - 10:37 .


#5
Zwerkules

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When there is no texture, the mesh usually is white or whatever colour the ambient and diffuse values define. If it is a body part, it will also look metallic.
Your necks probably use a plt which isn't transparent, so the metallic look is gone.
I guess the ambient and diffuse values are ignored because the necks get their colour from the palette.

#6
s e n

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should be env map line in 2da

#7
s e n

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OTR: those vids llok amazing, there is one showing the new beaming options too?

#8
OldTimeRadio

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s e n wrote...

OTR: those vids llok amazing, there is one showing the new beaming options too?

No (that I know of), but a couple of us have tested it and it works.  I have only tested it in a very basic fashion.  I was unable to get emitters in NWMax to export in a way that didn't crash NWN.  I am 99% sure this has absolutely nothing to do with VirusMan's work, but instead is releated to a NWMax issue I ran into a long time ago when trying to do lightning on placeables.  My Max 5.1 installation was blown away somehow so I can't turn to the original BioWare export scripts.  So maybe there's an issue with NWMax or my workflow and NWMax or maybe my results are not valid for some reason.  Whatever it is, I haven't figured it out yet and I won't be able to produce a demo until I do.

The Amethyst Dragon or someone else might be having better luck, though.

Modifié par OldTimeRadio, 16 juin 2012 - 01:48 .


#9
Carcerian

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The ability to dynamicly color stuff via env map looks like could have a wide range of practical applications, from simple things like rocks (same set of rock models, but you could then use a simple script to color one  set for desert, one for ice, one for forests, one for swamps, etc) to houses, walls, or anything else, without using up filespace and needless 2da lines for redundant recolors...

OldTimeRadio wrote...
...
3. Allows for dynamic texture replacement..  Like stoneskin, but with whatever you want.
...


This one I'll definatly be trying out :)

Elemental Skins, Metallic and Crystaline would all make for spell cool effects.

Same for elemental creatures, Golems, Living Crystal Statues and elementalish subraces :)

Modifié par Carcerian, 16 juin 2012 - 02:38 .


#10
gutwrench66kg

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hrmm, texture replacement could net us some injured status/death effects?

#11
OldTimeRadio

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usagreco66kg wrote...

hrmm, texture replacement could net us some injured status/death effects?

Something like this-ish?  This is a simple texture replace on a troll to show him bloodied.  Though, now that i think of it, trolls have green blood.  Well, I guess it could be somebody else's blood, heh heh.
Posted Image

#12
NWN_baba yaga

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oh man, i just started to think about a few ideas for texture swapping. Maybe adding some water effects on outdoor ground textures depending on the weather or damage textures in general for all kinds of placeables w/o destroying them completely...puff their gone...

OTR: be nice and share your troll demo mod with me :D please

#13
Builder__Anthony

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wow this is big

#14
NWN_baba yaga

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stupid me!

Modifié par NWN_baba yaga, 16 juin 2012 - 05:21 .


#15
OldTimeRadio

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NWN_baba yaga wrote...
OTR: be nice and share your troll demo mod with me :D please

Didn't mean to play keep-away, this is the most basic implementation of the effect.  In my override directory right now I have an 80% finished tileset, an 95% finished deer, about a dozen aborted experiments and the files associated with them.  Gimme a little bit and I'll sort all that out into something you can play with.

#16
NWN_baba yaga

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yeah np;)

#17
s e n

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another implement of texture swapping can be with facial emotes: sad face/smile and so on

#18
OldTimeRadio

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Posted Image
Ok, that should do it.  You'll still need to install NWNCX, this version or later: HERE

#19
Rolo Kipp

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<feeling his...>

NWN_baba yaga wrote...
oh man, i just started to think about a few ideas for texture swapping. Maybe adding some water effects on outdoor ground textures depending on the weather or damage textures in general for all kinds of placeables w/o destroying them completely...puff their gone...

Combined with ShadowM's durability system? Progressively more worn items?
Or progressively richer fabrics/trim on clothing? 
Customizable *ingame* shield/amulet/cloak/signs/guild-badges?
Or progressively older PCs...? 

I *really* like the weather-wise effects idea :-) Puddles and ice without spawning placeables, just swap to "wet" or "cold" texture sets...
Edit: Seasonal foliage without the round-robin of tilesets! WooHOO! Blooming/fading flowers in spring! Bare treees in winter! (all alpha, baby!).

<...age>

Modifié par Rolo Kipp, 16 juin 2012 - 06:20 .


#20
Builder__Anthony

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I love invisable objects .......the placeable.I was thinking it has to have some sort of texture but its probally plain.So maybe you can give the invisable object a texture to make it "appear".Let me know your thought on that.Basicly you give it a texture of lets say something flat........blood.It calls in the new texture and whala you have blood.



Oh changeing all these 2das or whatever you have to have it in a custom hak aint it?

Modifié par Builder__Anthony, 16 juin 2012 - 06:29 .


#21
NWN_baba yaga

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NWN is getting better and richer more and more and this year has shown it impresively. Thanks for the demo OTR:)

#22
Builder__Anthony

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The smiles suggestion just brings all kinds of crazyness.Its like i have so many ideas and i think some really crazy stuff is in store for the future.I mean this is actually like a bioware update.Its bigger news then the last update in my opinion.Im still ticked they left so much hardcoded.

#23
OldTimeRadio

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s e n wrote...
another implement of texture swapping can be with facial emotes: sad face/smile and so on

Yep, should work, at least for non-PLT based things.  And as you'll notice I only included the DDS version of my modified texture in the HAK to give people the strong hint that (at least in this case) the effect is not limited to TGA only.  In other words, we can still use the space-saving features of DDS textures. 

I've been trying (unsuccessfully so far) to create a model in such a way as to stifle this effect on certain nodes of the hierarchy. So, I used a troll because the entire model is mapped with one texture.  What I want to do is to be able to use this effect with NPC's, which have different body parts mapped to different textures.  So if I'm lucky, I (or someone else) can come up with a way to make it so when we're applying these new textures, there's only one node in the model which will accept the new texture...that being the face.  So one could change the facial texture of an NPC without having the same texture spammed on all other body parts.  I don't know if that's possible.  I tried it a long time ago just for grins but had no success.

I want to see if we can focus this effect down to just one part of an object.  Would make facial expressions much easier, methinks.

@Rolo - Some of those may not be possible with this effect and some of them are arguably better done using aligned VFX. Assuming the nodes aren't borked anyway: See here and here. Right now this affect spams over the whole model- which is how it was intended in the first place. However, since we can use DDS with this effect (at least the way I've done it), spamming a full texture of an NPC with only part of it changed would not be terribly intensive, space-wise. There are some other gaps that need to be filled in such as whether these changes persist when a user leaves and re-enters an area (I don't think the do, so far) and exactly how many of them we get (995-ish?) to play with. For some reason I'm very sweet on this effect to display power meters with X levels of accuracy, or puzzles where the fill-line of a potion changes as the user increases or decreases it's contents.

Builder__Anthony wrote...
I love invisable objects .......the placeable.I was thinking it has to have some sort of texture but its probally plain.So maybe you can give the invisable object a texture to make it "appear".Let me know your thought on that.

I was thinking about that too, so I think it's a great idea.  :D

I haven't thought up something using that idea which has left the realm of "gimmicky" though.  But it's a solid idea.  I don't think this effect works on static placeables.  If it does, then this would be freaking sweet.  Well, there's still the matter of if this effect persists on re-entry to an area.  I dunno, lots of cool points and potential "gotchas" or drawbacks all mixed together and I'm not sure how it'll sort out.  Someone should throw down a demo using my module as a quick base to build off of.

Builder__Anthony wrote...
Oh changeing all these 2das or whatever you have to have it in a custom hak aint it?

Or the override folder, yes.

Modifié par OldTimeRadio, 16 juin 2012 - 06:56 .


#24
Builder__Anthony

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on creature damage get pc wepon type and assign new texture to bloody wepon!Am i imagining things or is that possible?

Modifié par Builder__Anthony, 16 juin 2012 - 06:54 .


#25
OldTimeRadio

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Builder__Anthony wrote...
on creature damage get pc wepon type and assign new texture to bloody wepon!Am i imagining things or is that possible?

This effect, right now, only replaces all textures on an object with another, single, texture.  That's how I currently udnerstand things, anyway.

However, since VirusMan is 14 different flavors of kung fu and badass, he released a version of NWNCX almost a year ago which allow for custom weapon VFX.  One could get a little creative and possibly pull what you're saying off with added functionality which VirusMan has already provided. See also, The Amethyst Dragon's neat pack of new weapon VFX which brilliantly explot this.

Modifié par OldTimeRadio, 16 juin 2012 - 07:06 .