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A coupel of question in the matter of doors


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#26
Zwerkules

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Since I posted at the same time as OTR, I didn't read what he wrote about adding fake skin meshes. I didn't know about this way to get rid of the blue glow.

#27
s e n

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Baba: I've opened that nice tileset but I dont understand what is the geometry of the arch: the doors look like they are standard 3x2

#28
OldTimeRadio

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s e n wrote...
OTR: that's interesting! But do I have to apply a skinmesh modifier to the visible geometries right? My doors use a single animated pivotting dummy to control all animations, so the geometry itself its already animation-free and linked to that dummy. (note the dummy is slightly offset on the y axis to allow centered pivotting with the door corner, since it uses both open 1 2 animations with the same direction, towards the outside of the building. I had fear that would cause issues with the dummies included in the dwk aurabase but (seems to me) to work fine, and doesnt teleport the char when using the door, be it from in front or from behind the door)

The only thing I can really suggest is (if you want to make the blue highlight aura from specific geometry) give it a shot with the parent object as the bone.  Unless the parent and child geometry are animated differently, in which case I don't know what to tell you beyond "Get creative!"

However, I want to make it extra clear that you don't actually need to weight the meshes which use a single bone.  At least I didn't have to.  You're just pulling a trick on ole' NWN.

@Zwerkules - You might also be able to get away with the same thing as the skin mesh trick by putting the dangly mesh modifier on the geometry you don't want included in the blue highlight glow, but making sure the verts are colored so it won't dangle at all.  Or maybe set the Dangly Mesh modifier settings so nothing actually dangles.  I think that might be more prone to problems than the skin mesh trick.

Modifié par OldTimeRadio, 17 octobre 2012 - 11:40 .


#29
s e n

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I tried to apply the skin to the door mesh, which is linked to the bone (the pivot dummy that has the animations, the mesh itself isnt animated) and the blue remains, same if i like the mesh to the aura base. (also I had to weight the verts since te mesh isnt animated, or it would remain idle) so, cant replicate it ;(

I managed to removing the aura by having the door spawned as chunk by an emitter, problem is that i dont know if there is a way to have the spawned chunk follow the animation... and properly align at a given angle so.... emitters do the trick but is still undoable due to lack of control of spawn rotation and movement of the chunk once it is spawned)

#30
OldTimeRadio

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Well here is my test door if you want to play around with it.  It's the door the pops into the Evil Temple 2x3 group in City Exterior.  After creating, just use Adjust Location to move it out of the doorway so as to see it better.

As I said, "Even with all geometry set like this there still may be some base blue glow that's applied by default and can't be removed."

I managed to removing the aura by having the door spawned as chunk by an emitter, problem is that i dont know if there is a way to have the spawned chunk follow the animation... and properly align at a given angle so.... emitters do the trick but is still undoable due to lack of control of spawn rotation and movement of the chunk once it is spawned)

Good thinking!  Did you check Inherit on the emitter?  Last time I checked, I think emitter chunks inherited position but not rotation from the parent object they're "attached" to.  They'll always be oriented w/the ground.  Boy I hope I turn out wrong about that.

Modifié par OldTimeRadio, 18 octobre 2012 - 12:58 .


#31
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Thanks, I am about to give it a look!

I think I will share a new discover in the matter of doors: you know that ugly weird behavior that makes door meshes fade/disappear when they arent in line of sight with the char. especially ugly for the drawbridge included in dla's castel rural. well, randomly found the trick to bypass it. just add a txi file for all the textures used by the door (I added blending punchtrough, but maybe other settings do the same) and you get the door always rendering!

#32
s e n

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I didnt try inherit the emitter because the rotation issue makes it anyway useless. tried that for spawning trees and played with chunck setting without finding a way to get it a lot in the past

#33
s e n

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Got it :P removed the blue aura with skinmesh. the self illumination of the mesh stands still, but is a big step this one! so, there are 3: sam, mesh aura and mesh self-illumination. we have the solutions to the first 2, missing the 3rd one!

#34
Zwerkules

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s e n wrote...

Thanks, I am about to give it a look!

I think I will share a new discover in the matter of doors: you know that ugly weird behavior that makes door meshes fade/disappear when they arent in line of sight with the char. especially ugly for the drawbridge included in dla's castel rural. well, randomly found the trick to bypass it. just add a txi file for all the textures used by the door (I added blending punchtrough, but maybe other settings do the same) and you get the door always rendering!


You can also do that by setting the alpha of all visible parts of the door to 100.0 instead of 1.0. That way the door won't fade.

#35
NWN_baba yaga

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@sen
I have updated the castle interior set with the door included. The maintexture is missing i know at least you got the geometry. I think i used either a retextured PQ door or one of the heads yeólde doors, so i wasnt the original creator;)
2 doors are used in the demo module, they appear at the toplist of the door dropdown menu, a door 2da is included.

Modifié par NWN_baba yaga, 18 octobre 2012 - 04:19 .


#36
s e n

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Baba, no more files in your project :( something gone wrung!!

Z: cool beans! I think skinmesh and aura trimesh dont go hand in hand though, at least it crashes my toolset when i export a skinmesh with an aura trimesh modifier applied to it :(

#37
NWN_baba yaga

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meh... you know i just love the "manage files option" button.... it´s there now!

#38
s e n

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Thanks, I got it!! Probably I wont use it though, I think I will go for some 1x2.25, with the arching starting at 1.50 and a single beam stone as lintel(?), 1 meter wide doors can be safely snapped into the building mesh without a lot of vert movement to second the holes !!