A coupel of question in the matter of doors
#26
Posté 17 octobre 2012 - 07:49
#27
Posté 17 octobre 2012 - 09:01
#28
Posté 17 octobre 2012 - 11:39
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!"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)
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
Posté 18 octobre 2012 - 12:03
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
Posté 18 octobre 2012 - 12:57
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."
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.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)
Modifié par OldTimeRadio, 18 octobre 2012 - 12:58 .
#31
Posté 18 octobre 2012 - 09:45
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
Posté 18 octobre 2012 - 09:47
#33
Posté 18 octobre 2012 - 10:27
#34
Posté 18 octobre 2012 - 12:08
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
Posté 18 octobre 2012 - 04:11
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
Posté 18 octobre 2012 - 07:44
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
Posté 18 octobre 2012 - 09:01
#38
Posté 19 octobre 2012 - 12:38





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