Tile Magic
#26
Posté 15 décembre 2012 - 06:00
affectDynamic 1?
How does that and nDynamicType compare to tno01_m01_04?
we might try adding lights to other VFX...?
<...out loud>
#27
Posté 15 décembre 2012 - 06:03
node light tno01_m01_04ml1
parent tno01_m01_04
position -1.5 -1.5 8.5
orientation 1.0 0.0 0.0 0.0
wirecolor 0.537255 0.0313726 0.431373
radius 14.0
multiplier 1.0
color 0.639216 0.639216 0.639216
ambientonly 0
nDynamicType 1
affectDynamic 1
shadow 0
lightpriority 5
fadingLight 1
endnode
node light tno01_m01_04ml2
parent tno01_m01_04
position 1.5 1.5 9.0
orientation 1.0 0.0 0.0 0.0
wirecolor 0.0196078 0.521569 0.0196078
radius 5.0
multiplier 1.0
color 0.639216 0.639216 0.639216
ambientonly 0
nDynamicType 1
affectDynamic 1
shadow 0
lightpriority 5
fadingLight 1
endnode
#28
Posté 15 décembre 2012 - 06:15
#29
Posté 15 décembre 2012 - 06:23
So the on-again/off-again behavior was with nDynamicType 0 and the always on behavior was nDynamicType 1.
Next experiment: Add the nDynamicType 0 light node to another vfx model and see if it lights up :-)
But then... how is the light being triggered? Hitting the walkmesh of the tilemagic tile (that is ignored for walking...)? Or simple proximity?
Might not work for a VFX model that doesn't have a WOK...
But try it on a tile that doesn't have a light.
<...thoughtfully>
Modifié par Rolo Kipp, 15 décembre 2012 - 06:24 .
#30
Posté 15 décembre 2012 - 06:26
notepad++ to the rescue
#31
Posté 15 décembre 2012 - 06:55
So it may be a proximity thing, perhaps an extension of the light radius itself (turn on at 200% radius or something).
If so, it *might* be useable to produce the spotlight effect on placeables that Grey Fox was looking for... (though he did find his own solution).
<...to the light>
Modifié par Rolo Kipp, 15 décembre 2012 - 06:56 .
#32
Posté 16 décembre 2012 - 06:24
I'd like to be able to dynamically turn a tile's source lights on and off. It would be interesting to have the lights flash on when a PC enters the tile, and then wink out when they leave....
Would it be possible to take a tile with source lights, and strip out everything but the source lights? I'd then take this MDL and use it as a VFX. The VFX could be applied as TileMagic on the same tile as its original, when the source lights are needed to illuminate, and despawned when they go out.
Crazy idea#2:
Toggle on "OrientWithObject" column for a tilemagic VFX in visualaffects.2da. Would this enable you to rotate the tile magic VFX? I suspect it would. Testing to follow.
[edit] "OrientWithGround"... does that cause the VFX to orient with the tile? Hm.....
Modifié par henesua, 16 décembre 2012 - 06:35 .
#33
Posté 16 décembre 2012 - 07:07
#34
Posté 16 décembre 2012 - 05:58
Just sayin!
[Edit: I was wondering how that animesh works and whether we could tie animations to the "lighton/off" with enter/exit of the tile]
Modifié par henesua, 16 décembre 2012 - 06:04 .
#35
Posté 17 décembre 2012 - 05:44
#36
Posté 17 décembre 2012 - 06:23
#37
Posté 17 décembre 2012 - 06:31
For example, you made those beautiful animations in your Ravensclaw Forest tileset, the animations which turn on flowers etc... I think applying them as a VFX would be very interesting because it enables them to be a dynamic feature. Perhaps the VFX flowers only show up during certain months on the game calendar. Or when the forest is healthy and vibrant.
Anyway, I think its a great way to complement an existing tileset.
I'm currently working on dynamic ghostly trees using Six's spectral wood tileset.
I've pulled the water surface vegetation out of some tilesets (deleting all meshes but the plants) so that I can lay it over any water tile... perhaps when a waterway becomes choked.
I also pulled that ocean water with the animesh out (and deleted the sandy bottom) so that I can overlay it on a tidal marsh as rising tide.
Lots of cool ways to use this.
Modifié par henesua, 17 décembre 2012 - 06:33 .
#38
Posté 17 décembre 2012 - 06:33
Modifié par NWN_baba yaga, 17 décembre 2012 - 06:35 .
#39
Posté 17 décembre 2012 - 06:35
I've also wondered if applying snow to a tile could be a VFX.....
Modifié par henesua, 17 décembre 2012 - 06:36 .
#40
Posté 17 décembre 2012 - 06:37
#41
Posté 17 décembre 2012 - 06:46
its a subtle thing that doesn't affect game play, but goes very far toward "ambiance".
Modifié par henesua, 17 décembre 2012 - 06:49 .
#42
Posté 17 décembre 2012 - 06:49
Modifié par NWN_baba yaga, 17 décembre 2012 - 06:50 .
#43
Posté 17 décembre 2012 - 06:49
#44
Posté 17 décembre 2012 - 06:54
Can tilemagic textures override tile textures? Winter? Spring?...
<...out loud>
#45
Posté 17 décembre 2012 - 06:58
#46
Posté 17 décembre 2012 - 07:11
I haven't used tile magic yet. From what I've read here I think that the tile vfx overlays the original tile. It doesn't replace it. Is that right?
So the basic tile would have the ground and a tree without foliage and the tiles used for the tile magic would have the foliage, fruits and emitters, but not the ground and the tree?
#47
Posté 17 décembre 2012 - 08:03
Some clarification:
Tile Magic is a term that has been used to describe using a tile model as a VFX. The VFX itself is not applied to the tile but to an invisible placeable (typically spawned at a position which enables the VFX to overlay a specific tile).
I have seen that the following features work with these VFX:
Danglymesh
Lights
Animesh
There may be more features but I haven't exhaustively explored this. Also Lights behave in interesting ways. I've noticed that some lights activate when a PC enters the VFX tile. They also seem to partially activate at a distance.
And lets not forget the VFX render differently than other objects. I believe they are not obscurred by Fog, and they appear to disappear at a certain distance from the PC.
One more thing:
since the VFX is being applied to an invisible placeable its position can be adjusted by adjusting the placeable. I think it is best to set the Z height for the VFX to 0.0. That way the builder doesn't have to adjust via scripting the height at which the placeable is spawned. The placeable can get its height from the WOK mesh of the tile it is sitting on which should put the VFX at the exact height required.
Alternatively if a VFX is made for a specific tileset, the affects could keep the same origin as the tile they are intended to overlay. But if a tileset has a raise-lower feature, we'll still have to adjust the VFX height for that.
I suppose there are a few ways to tackle the height problem, and we'll have to put our heads together to come up with the best method.
Modifié par henesua, 17 décembre 2012 - 11:53 .
#48
Posté 18 décembre 2012 - 12:10
BUT I believe that some of these drawbacks do not happen with placeables. Placeables are rendered before fog yes? So they are obscured by it whereas VFX are not. Why not do the "animloop" replacements as placeables that we can create in the same manner as most tile magic is. It will overlay a tile, but it will look better in the way it renders because it will be a placeable.
Last minute thought.
Likewise to take advantage of VFX's order in the rendering cycle, glowing animloop elements could be done as VFX. Fireflies in a tree, or the standard horror element of glowing eyes from a swarm of small animals in a tree. Could also work for magical flowers that bloom and glow at night.
Anyway... more ideas.
Modifié par henesua, 18 décembre 2012 - 12:32 .
#49
Posté 19 décembre 2012 - 01:13
#50
Posté 19 décembre 2012 - 01:58
NowAndZen wrote...
Can Tilemagic only draw from the stock tilesets, or could it create bits from, say, Six's WildWoods or the expanded Project Q tilesets?
Standard Tilemagic draws upon rows in visualeffects.2da to use as VFX. Vanilla NWN (NWN without HAKs) has a number of rows in visualeffects.2da which use some tiles from the stock tilesets as VFX. If you are searching through the 2da search for "SCENE" and you'll find a number of these rows. Sunjammer found them all and included the row numbers as constants with descriptive labels in his tilemagic include.
You can add additional tiles to visualeffects.2da. I have used a number of tiles from tilesets like Wildwoods and the various Project Q expansions. I've even taken tiles out of a tileset and removed unwanted elements from the tile, then saved it as a renamed copy. I've got a VFX now for just the flowers in the meadow tile from Six's wildwoods, lilypads from Rosenkranz's Immersive Swamp, a couple spectral trees from Six's spectral woods, just the water planes from several tilesets etc...
As I've mentioned above, I've explored all of this further and have decided that placeables are in many instances superior to VFX as a means to implement "TileMagc". Traditionally its been VFX, but a placeable version of a tile which also lacks a PWK can work as well. In this case you'd need to create a custom script which spawns the placeable in just the right position, rather than use the vanilla tilemagic include and functions which spawns an invisible placeable in the center of a tile and applies a VFX to it.
At this point I think the VFX type of TileMagic would be best used with magical animations that synch with a given tile. For example lets say we have a ruined tower feature in a tileset. And on full moons an intact version of the tower rises in a ghostly mist on the spot. So you'd have a shimmery, silvery glowing tower overlaying the ruin, and this could be spawned with a tilemagic affect. Or a similar thing could be done with complicated light sources, and similar VFX animations on a tile. Since you can't turn animations in a tile on or off, spawning the animation as a VFX would work well.
Modifié par henesua, 19 décembre 2012 - 02:35 .





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