How do I make a texture appear shiny? Is it using TXI ?
Shiny metal
Débuté par
Borden Haelven
, févr. 12 2013 04:30
#1
Posté 12 février 2013 - 04:30
#2
Posté 12 février 2013 - 05:33
<covering his...>
If it's on a placeable (like a gorgeous statue of Isis, say), then you actually need to do a couple things.
For the non-static placeable a, put the name of the environment map in the envmap column of the placeables.2da
For those times when all you're getting is static, the envmap has to be declared in a .txi file with the same name as the texture.
In both cases, the texture in question has to have an alpha channel. The more transparent the texture, the shinier it gets.
<...bets>
If it's on a placeable (like a gorgeous statue of Isis, say), then you actually need to do a couple things.
For the non-static placeable a, put the name of the environment map in the envmap column of the placeables.2da
For those times when all you're getting is static, the envmap has to be declared in a .txi file with the same name as the texture.
In both cases, the texture in question has to have an alpha channel. The more transparent the texture, the shinier it gets.
<...bets>
#3
Posté 12 février 2013 - 01:11
How about if it's on a statue that's part of a tile? (Might make placeable as well
)
#4
Posté 12 février 2013 - 03:52
If it's part of a tile you need a .txi file for the texture which looks like this:
# Specify an environment map for static geometry.
# Dynamic geometry uses the environment map provided on
# the model.
#
# Default is no environment map
envmaptexture tdm01__ref01
alphamean 0.5
---------------------
You don't need to add the alphamean line, but you need the envmaptexture line with the name of your envmap texture.
You don't need this if you just want to use the envmap texture of the tileset which is defined in the .set file.
# Specify an environment map for static geometry.
# Dynamic geometry uses the environment map provided on
# the model.
#
# Default is no environment map
envmaptexture tdm01__ref01
alphamean 0.5
---------------------
You don't need to add the alphamean line, but you need the envmaptexture line with the name of your envmap texture.
You don't need this if you just want to use the envmap texture of the tileset which is defined in the .set file.
#5
Posté 12 février 2013 - 04:16
What about for creatures. I'm particularly thinking about this skeleton creature on the vault. I could really do with someone updating it from nwn 1.61 to 1.69 and for them to add some optional metallic effects.
TR
TR
#6
Posté 12 février 2013 - 08:44
appearance.2da contains an "environment map" field for this purpose. TXI is ignored when it comes to shinyness there. Any dynamic race needs to have environment map set to default though, in order for armour etc to work properly (armour actually uses the environment map setting from the race equipping it).
#7
Posté 13 février 2013 - 01:02
#8
Posté 13 février 2013 - 02:35
<smoking a little...>
That's still a tile, right?
Have you added an "a" node and linked th statue to that?
And you have the txi with the same name as the texture and the envmap texture is present (either a standard Bioware envmap or included in the hak)?
<...pensively>
That's still a tile, right?
Have you added an "a" node and linked th statue to that?
And you have the txi with the same name as the texture and the envmap texture is present (either a standard Bioware envmap or included in the hak)?
<...pensively>
#9
Posté 13 février 2013 - 03:00
It's a placeable atm (for looking at). will do both eventually
#10
Posté 13 février 2013 - 03:11
<shifting...>
Try adding in an "a" node anyway and set type to tile, like I did my Hom bottle.
Make sure the envmap is listed in the placeable.2da, also. You need both txi & placeable envmap for placeables.
<...gears>
Try adding in an "a" node anyway and set type to tile, like I did my Hom bottle.
Make sure the envmap is listed in the placeable.2da, also. You need both txi & placeable envmap for placeables.
<...gears>
#11
Posté 13 février 2013 - 03:51
Textures bigger than 256x256 with a txi file can cause crashes if they are 'animated' textures like water or if the envmap is bigger than 256x256.
The texture can be any size if it is not distorted like water or lava textures, but if the envmap specified in the txi file is bigger than 256x256 the game will likely crash.
The texture can be any size if it is not distorted like water or lava textures, but if the envmap specified in the txi file is bigger than 256x256 the game will likely crash.
#12
Posté 13 février 2013 - 05:21
Looking very good, Borden! You should be able to get a reasonable shadow mesh from a scaled up NPC model, too.
#13
Posté 13 février 2013 - 05:22
what column in 2da? can't find one for envmap.
#14
Posté 13 février 2013 - 05:24
Reflection column. It's second to last in placeables.2da.
#15
Posté 13 février 2013 - 11:32
#16
Posté 13 février 2013 - 11:37
Oh my god that is awesome.
#17
Posté 14 février 2013 - 12:51
Even though you clearly have shadows on, I can't see that highpoly placeable casting a single shadow from its highpoly geometry. And that's awesome.

I want to throw a concept your way because there are probably still a lot of triangles hanging out on that statue. Plain textures don't show 'em off at all. Textures with an envmap do a better job showing them off. But as fate would have it, because of the very specific nature of your model, there is one other thing that can be done that should knock it even further out of the park.
Grab this archive:

Put otr_trns.tga on your mesh where you have the pure gold set to be. It's a totally "blank" texture. Either set the reflection column for the placeable to be vdu_envmap015 or leave the placeable as static and the .txi should kick in. Make sure you have material overrides ticked in your Aurora Trimesh Modifier for the affected mesh objects so the effect is nice and bright. If the effect doesn't seem to work, delete the first line fo the .txi but leave the second.
If I'm guessing correctly about what the wireframe of your model looks like and your specific base texture choice, that should make your jaw drop. It's the same sickness behind this, this and this video.
I want to throw a concept your way because there are probably still a lot of triangles hanging out on that statue. Plain textures don't show 'em off at all. Textures with an envmap do a better job showing them off. But as fate would have it, because of the very specific nature of your model, there is one other thing that can be done that should knock it even further out of the park.
Grab this archive:

Put otr_trns.tga on your mesh where you have the pure gold set to be. It's a totally "blank" texture. Either set the reflection column for the placeable to be vdu_envmap015 or leave the placeable as static and the .txi should kick in. Make sure you have material overrides ticked in your Aurora Trimesh Modifier for the affected mesh objects so the effect is nice and bright. If the effect doesn't seem to work, delete the first line fo the .txi but leave the second.
If I'm guessing correctly about what the wireframe of your model looks like and your specific base texture choice, that should make your jaw drop. It's the same sickness behind this, this and this video.
#18
Posté 14 février 2013 - 02:37

How it looks with OTR's helpful input.
Modifié par Borden Haelven, 14 février 2013 - 03:55 .
#19
Posté 17 février 2013 - 02:43
Wierd problem just turned up. The placeable version will load in my egyptian crypt but not in my new karnak interior tileset. It crashes when loading. Both areas are in same module. Anybody got a clue?
#20
Posté 17 février 2013 - 03:55
My guess is your tileset is probably high poly as well and with the total amount of both the tile and the placeable it's a burden which the game cannot support. The egyptian tileset you did was a low poly set that you retexured if I am correct.
#21
Posté 17 février 2013 - 07:24
Could it be...that the instance of the model in the Egyptian crypt is set to static whereas the one in the Karnak interior isn't? If you're definitely using the same model in each case, that's something that could be different. Also, the lighting preset in an area will override some types of shadow settings on the client and that can cause a difference in behavior.Borden Haelven wrote...
Wierd problem just turned up. The placeable version will load in my egyptian crypt but not in my new karnak interior tileset. It crashes when loading. Both areas are in same module. Anybody got a clue?
For a model like that, less than 80-ish components, set to static, shadows unticked on all meshes' Aurora Trimesh Modifier and compiled in advance is good prep. The "processmodels" compiler in here is a good compiler (usually) for a placeable like that.
I've never known NWN to have any kind of cumulative shadow limit: Either the scene completely loads or fails somewhere along the way, on a model by model basis. This is complicated by other-than-static placeables and viewdistances which will cause them to be loaded and unloaded on the fly but the given here is that it'll be set to static and so will only loaded at level load time and not unloaded.
There's a remote (?) possiblity that a shadow from another object is falling on your placeable, even as static, and causing a problem. I can't remember off the top of my head what the rules are in that case.
Modifié par OldTimeRadio, 17 février 2013 - 07:34 .
#22
Posté 17 février 2013 - 07:50
BEAUTIFUL statue and... what was that about a new Karnak Interior...? I'm drooling untidily now...
#23
Posté 17 février 2013 - 11:17
Borden: Again a beautiful piece of work!
#24
Posté 17 février 2013 - 11:24
<grins insincerely...>
Other people drool normally <old men, mostly>
*glares at raven* Do you *have* to interrupt me when I'm chiding the drooling, foaming mass of muscle and bon... hmmm...<no, no. go ahead. but it *is* between you and the door>
Point.
But never underestimate a wily old wizard! <huh? no! boss it's seven stor...>
<...before diving out the window>
Just had that carpet cleaned, you know >:-/PLUSH HYENA of DOOM wrote...
BEAUTIFUL statue and... what was that about a new Karnak Interior...? I'm drooling untidily now...
Other people drool normally <old men, mostly>
*glares at raven* Do you *have* to interrupt me when I'm chiding the drooling, foaming mass of muscle and bon... hmmm...<no, no. go ahead. but it *is* between you and the door>
Point.
But never underestimate a wily old wizard! <huh? no! boss it's seven stor...>
<...before diving out the window>
#25
Posté 18 février 2013 - 12:08





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