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Crystal texture


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47 réponses à ce sujet

#1
Just a ghost

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I'm brooding on an abyssal tileset, of which I want to let crystal shards be the defining feature. I am thinking in the direction of the blasted wasteland of Guild Wars after the Searing, if that rings a bell. But in overdrive.

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So, my question is simple: I can make the shards, but I am clueless about the finer details of texturing and lighting. I want them blod red, shiny, reflective, slightly opaque, and with a touch of inner light. The effect is basically like a ruby that's catching a bit of light.

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Any clues?

Modifié par Just a ghost, 06 novembre 2012 - 03:29 .

  • Rolo Kipp aime ceci

#2
Bannor Bloodfist

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Dla released a tutorial on glass / crystal type stuff. It is located here: DLA Glass Tutorial

#3
Just a ghost

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Whootsies!

#4
NWN_baba yaga

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meep... i saw before i read... nm!:D

Modifié par NWN_baba yaga, 06 novembre 2012 - 08:03 .


#5
s e n

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My personal suggestion is to animate the light pulse (be it trimesh self illum or a proper light dummy, or both!!)

#6
Just a ghost

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Anybody knows of some nice examples?

#7
s e n

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bioware crystals arent a bad start

#8
Rolo Kipp

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<clawing his way...>

You might look at the crystals six did in his Abyss tilesets for the 2011-10 Demonic CCC
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For the reflection/transparency, you can look at what Cestus did with Red Mercy (placeable version) in the 2012-05 New Weapons CCC
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<...out of the abyss>

Modifié par Rolo Kipp, 07 novembre 2012 - 05:03 .


#9
Just a ghost

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O, the last one is what I am looking for!

#10
Just a ghost

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Alright, getting somewhere. Strange things happens, though. I was testing some reflection settings in the 2da file and noticed quite a difference in looks when I see the PLCs in the toolset. When I test in game I see no difference at all. Seems the environment maps are ignored. Wut's up, doc?

#11
Just a ghost

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Ohhh... and a realted question: is it possible to merge a few primitive shapes into one trimesh?

#12
NWN_baba yaga

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If they all share the same texture just attach the meshs together...you know how to do right?;)
If they use different textures use a skinmesh instead.

#13
OldTimeRadio

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Just a ghost wrote...
Alright, getting somewhere. Strange things happens, though. I was testing some reflection settings in the 2da file and noticed quite a difference in looks when I see the PLCs in the toolset. When I test in game I see no difference at all. Seems the environment maps are ignored. Wut's up, doc?

I believe what's going on there is static objects take their environment map from a .txi file (i.e. a text file with the same name as the texture you applied to the mesh, and with the line "envmaptexture (your envmap texture)" in it), while non-static paceables are going to get their environment map from the file (if any) listed in the "reflection" (sp?) column in placeables.2da.

Just a ghost wrote...
Ohhh... and a realted question: is it possible to merge a few primitive shapes into one trimesh?

If you mean "primitive" literally, here's how you'd want to do it. If you mean it from a more beginner's standpoint, the first two minutes of this is probably an easier way of going about it. BTW, instead of Editable Poly you'll want to use Editable Mesh.

Actually, Editable Poly is pretty much superior to Editable Mesh for doing just about anything, but they use quads instead of triangles so you'll likely have to convert it over to Editable Mesh before you export. The reason why I say "likely" is because NWMax can export some things without them having to be converted into an Editable Mesh by hand.

Edit: Oh, and as Baba said, you definitely don't want to be attaching meshes which use different textures.

Modifié par OldTimeRadio, 08 novembre 2012 - 03:53 .


#14
Just a ghost

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Got a nice texture!

New riddle: I am transforming the desert tileset into a kinda outdoor hell. There's one tile that drives me insane, p04_01. When I take this tile out of the unpatched SoU bif, change the tilename to dst02_ (filename and model), and put it in my hak I get the dreaded 'walking in thin air' bug. I looked at the model in NWMAx, it looks fine. I exported it, no use. When I go back to the set file and change the reference to the original ttd01 tile, everything works fine, except that one desert tile in a wasteland looks a bit odd. So I wonder if this tile is somewhere in a patch (I can't find it)?

#15
OldTimeRadio

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When you export the tile a corresponding WOK file should be generated for it. Is that happening?

#16
Just a ghost

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Yups, and when I used it I still went floating. Really weird.

Anyway, this is what I am making...

Posted Image

#17
Rolo Kipp

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<illuminating his...>

You might add a little self-illumination to those crystals :-) Make 'em *glow* =)
Looking very wicked, though. I like.

<...book of kell>

#18
Bannor Bloodfist

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Just a ghost wrote...

Got a nice texture!

New riddle: I am transforming the desert tileset into a kinda outdoor hell. There's one tile that drives me insane, p04_01. When I take this tile out of the unpatched SoU bif, change the tilename to dst02_ (filename and model), and put it in my hak I get the dreaded 'walking in thin air' bug. I looked at the model in NWMAx, it looks fine. I exported it, no use. When I go back to the set file and change the reference to the original ttd01 tile, everything works fine, except that one desert tile in a wasteland looks a bit odd. So I wonder if this tile is somewhere in a patch (I can't find it)?


Try running the original, before you touch/rename anything, through CM3.  Likely it will fix the wok for you, then you can do the rename bit. 

#19
Just a ghost

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What's CM3 exactly?

Modifié par Just a ghost, 11 novembre 2012 - 09:43 .


#20
NWN_baba yaga

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CleanModels3 by Oldmansbeard;)

#21
Just a ghost

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Will have a look, but I have my doubts. What I do is this:

The entry in the SET file is exactly as it is in the normal desert tileset and I export the model + wok from the SoU Main Data

I add them to the hak without changing anything > doesn't work
I open the model in GMax and export and add the result to the hak > doesn't work
I remove the WOK from the hak > doesn't work
I remove the model from the hak as well > works fine

#22
Just a ghost

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I just ditched the tile. :P

http://www.amiaworld.net/cc/spiky hell.7z

In case somebody likes to have a look and give comments... this is my weekend's work. I'm going to trash all the buildings, need to finish the rest of the trench tiles, and the hills probably need to be cleaned from vegetation as well. My goal is a tileset without any sign of civilisation, as I can't imagine a hell with posh facades and gothic cathedrals.

#23
Rolo Kipp

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<grabbing...>

Not *human* civilization, at any rate ;-)

<...and running like hell>

#24
Just a ghost

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I got more questions than a questionaire...

Posted Image

How can I force the texture to have the same direction in the whole
shape? I attached the river bed to the banks of the desert trenches,
which may explain the strange orientation. What I want is that all the
faces in the red portion are behaving like the rest. Mind that I will
put a kind of chasm texture on it, the ugly wood is just to make things
more visible.

Modifié par Just a ghost, 12 novembre 2012 - 08:01 .


#25
Rolo Kipp

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<making faces...>

Under the "edit mesh" rollout, choose to select faces.
Select all the faces you want textured consistently.
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With them still selected, apply a "uvw map".

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This will change how just those faces are mapped and make it much easier to adjust in "Unwrap UWV"

<...because he thinks he's good at it>

Modifié par Rolo Kipp, 12 novembre 2012 - 02:40 .