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Crystal texture


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#26
Rolo Kipp

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<giving the nod...>

Take a look at what Bioware did with their px2_d08 crystal (found in HotU Main).

Image IPB

The transition from rock to crystal texture is really nice.

Image IPB

and the emitters, well, in the right place, to draw attention to a *certain* crystal... ;-)

Image IPB

<...to sen>

#27
Just a ghost

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Would it be possible to have some emitter that gives off a gradient of blackness? I want to use it at the bottom of cracks to simulate endless depth. The usual gradient to black in a texture approach doesn't work for me because I simply can't get the textures to line up properly.

#28
Just a ghost

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Umm... no go?

What I want to make is quite simple (I think): a black tile that emits a gradient of blackness above it. Kinda like the darkness vfx, but less abrupt and square. It doesn't have to have any animation. Is that possible in NWN?

#29
Pearls

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nvm, just read the post previous, i dont understand what youre asking for though, not that i can make 3d models anyway lol

Modifié par Pearls, 20 novembre 2012 - 12:44 .


#30
NWN_baba yaga

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so the crystals break out of the ground? Then a simple polygon with an inverted gradiant cyrcle should do the trick i guess. It´s also possible to use a regular gradiant texture but you need a 4 sided mesh to align it correctly. About the use of an emitter not sure, why to do it that way?

Modifié par NWN_baba yaga, 20 novembre 2012 - 03:46 .


#31
Rolo Kipp

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<gazing intently...>

If I understand what you are saying, you might want to pull one of Sen's tricks - Start at the bottom with full opaque black (Self-illum 1.0 1.0 1.0) and section the faces above it in decreasing opaqueness (er, increasing alpha...).

I can't think of a way to do it with emitters, though.

Might make a placeable that way, though.

Edit: Screenie of what *isn't* working for you?
@ Baba: Nice. Didn't think of that.

<...into a dark palantir>

Modifié par Rolo Kipp, 20 novembre 2012 - 03:53 .


#32
Just a ghost

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I want a placeable tile (or a 4x4 one) that I can use at the bottom of trenches and chasms to simulate endless depth. It should kinda work like a square darkness effect. Darkness uses both an emitter and a negative light source, and I can imagine the effect I am looking for can be reached with either. Unfortunately both effects are round, and not square... The nice side product of this would be that if I made this tile red/orange it would look like hot glow, which would give the tileset a hotter appearance.

Anyway, I saw that you can have a directional light source. I tried to get it working, but failed. Could that somehow be used with negative light?

Modifié par Just a ghost, 20 novembre 2012 - 05:15 .


#33
s e n

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what is a directional light source?

As Baba said, a standard fade texture with some cylindrical mapping and a bit of unwrap to align verts should be enough to fake the endless chasm thing btw

#34
NWN_baba yaga

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If you mean a targeted light like in quake games no, not possible. It´s broken anyway, dont know why the vertexlights in nwn can be so wonky when you experiment with them:D They pierce trough walls when they shouldnt and dont effect geometry where they are supposed to do...:wizard: and forget the only ambient option...that is even more broken when it comes to "where i shall lit" and where not

Modifié par NWN_baba yaga, 20 novembre 2012 - 06:40 .


#35
Just a ghost

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Yeah, I know the proper way, but these models are so messy that I can't get the textures sorted out properly. However, with 6 layers of black surfaces with alpha 2.1 I got what I wanted.

#36
Tarot Redhand

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Screeny?

TR

#37
OldTimeRadio

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Just a ghost wrote...
However, with 6 layers of black surfaces with alpha 2.1 I got what I wanted.

AFAIK, that's how to do it.  I would really love to see a video of that.  I've never done it passed 2 layers.

#38
Just a ghost

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http://social.biowar...m/project/8604/

Tada! Just download the stuff and look at the demo module. The gradients need a tiny tweak: I tested it with a slightly darker tileset, and it appears the last layer doesn't completely block the ground textures. Guess I'll make that one a bit less transparent and place the whole model 0.2 above the ground.

#39
Tarot Redhand

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Just went to the project page and it says there are no files to download.

TR

Modifié par Tarot Redhand, 21 novembre 2012 - 08:32 .


#40
Just a ghost

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Weird... I see this:

Project Files
spiky hell.zip
Size: 12.72 MB

Do I need to invite people or something like that?

#41
OldTimeRadio

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On your project's page, look on the right-hand side where it says "Manage Files".  Click on that, and make sure the Visibility radio buttion is set to "Everyone".  Since I typically only share one file in a project, I also like to tick the Featured File setting in that same area.  You'll need to perform this additional step whenever you want to just casually throw a file on here. 

Modifié par OldTimeRadio, 21 novembre 2012 - 07:12 .


#42
Just a ghost

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OK... hope you can see it now!

#43
OldTimeRadio

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OldTimeRadio wrote...
AFAIK, that's how to do it.  I would really love to see a video of that.  I've never done it passed 2 layers.

D'oh!  I thought you were talking about using that many layers for a crystalline effect!  I see now what you're trying to do: Looks good!

Modifié par OldTimeRadio, 23 novembre 2012 - 01:44 .


#44
Just a ghost

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Got another question. I don't seem to get the tile lights working. Even if I put them from black to white I see no difference at all. The only change I made to a lot of tiles is a texture swap, so I wonder if it's the darkness of the texture that blocks the lights' effectiveness.

#45
OldTimeRadio

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I noticed that with my torch, thought you'd done it on purpose.  I didn't check but I assumed it was a result of Amb/Diff material overrides being set to white on what is an almost black texture.

#46
Just a ghost

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Urrr - what are those?

#47
OldTimeRadio

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On the Aurora Trimesh modifer there are some settings that allow you to override the ambient and diffuse light on your texture.  What I'm saying is if those are turned on(and they are on most models), it might not be playing well with your choice of textures.  That was my guess walking around in the demo module a few days ago, anyway.

#48
Just a ghost

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Guess I'll have a look at how they do it in the UD set, that's also pretty dark.