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Custom Content Challenge: April 2013: Drow Stuff


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#176
Shemsu-Heru

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There is a lot of wonderful stuff, for this challenge; Thank you to all builders who had contributed.

Here is my latest version of my Matron head, I have made some texture improvements...
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#177
MerricksDad

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Pstemarie wrote...

@MerricksDad - have you tried turning off shadows on all parts of the model. If you have the skin set to render a shadow, turn that shadow off. If, after all the shadows are off, the model still has issues try reducing the geometry on the bones to as little as small you can get it then turn the shadows on for just the non-skinned geometry.

Alternatively, I'd be more than glad to take a look for you.


I think its the skin doing it. Its definitely the skin throwing the negative shadow spikes, which I don't know how exactly such a math exists. Skin shadow isn't enabled on that model. Other than the minor skin shadow thing, its successfully using 26 bones in a single skin. I might find a breakpoint somewhere and cut the model in half.

I'll post the package on my CCC Drow project page at the same time I submit it to CCC address. Anybody is free to tinker with it any way they find useful.

#178
_six

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I don't recall that skinmesh could cast shadows in the first place anyway.

Easiest trick with shadows I've found is test out hiding shadows for each bone in turn until you find out which one was the cause, then create a really simple bevelled box or something with render turned off to cast shadows for that part instead.

#179
Pstemarie

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_six wrote...

I don't recall that skinmesh could cast shadows in the first place anyway.

Easiest trick with shadows I've found is test out hiding shadows for each bone in turn until you find out which one was the cause, then create a really simple bevelled box or something with render turned off to cast shadows for that part instead.


You're 100% right that skinmesh doesn't cast shadows. However, I've seen a lot of shadow-borked models that had a "shadow 1" parameter defined for the skinmesh. Remove that and the model works. This type of error is what I was referring to.

#180
cervantes35

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I have seen  items cast a shadow with a "shadow 1" parameter and with no shadow parameter entered. I have always had to include the "shadow 0" that way there is no doubt that the item isn't casting a shadow.

26 Bones seems like it would cause problems as well. I thought NWN had a 16 bone limit on the amount and a 3 or 4 along any single vertice. Maybe I'm wrong but I'm sure six knows the specific amounts of bones recommended for the game.

Modifié par cervantes35, 28 avril 2013 - 05:05 .


#181
_six

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4 bones per vertex is the limit I'm aware of. Beyond that if its not crashing the game, its fine bones-wise.

#182
The Amethyst Dragon

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This is up to 8 pages of comments and projects?  Making the poor "regular elves" look neglected...

I blame Salvatore for making people think drow were the "good" ones to hang out with. :P

Here's a compiled list of what's been talked about and shown here:

Draegloth - MerricksDad
Spider Swords - Shemsu-Heru
Female Drow Head - Shemsu-Heru
Driders, Webs, and Spider Decor - PLUSH HYENA of DOOM
Ridable Giant Lizard - Draygoth28
Ridable Giant Lizard 2 - Draygoth28
Drow Helmet - Draygoth28
Drow Matron Head - Shemsu-Heru
Drow Longbow - Shemsu-Heru
Drow Mercenary - MerricksDad
More Drow (and more pics)- MerricksDad
Drow Spider Idols - PLUSH HYENA of DOOM
Drow Scimitars - Shemsu-Heru
Drow Priestess - MerricksDad
Large Spider Shuriken - Shemsu-Heru
Drow Crossbow - Shemsu-Heru
Driders - Draygoth28
Drow Wizard - MerricksDad
Drow Archmage - MerricksDad
Drow Head - Shemsu-Heru
Baldur's Gate Drow Placeables - HinnishPastry
Drow Female Head - Shemsu-Heru
Snake Whips - Shemsu-Heru
More Drow - Draygoth28

Modifié par The Amethyst Dragon, 30 avril 2013 - 02:32 .


#183
MerricksDad

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I do try to keep my bones to 4 bone/vert max. NWmax is pretty good at detecting those for me. They also stand out like sore thumbs in the ascii models. As I'd mentioned before, there were some comments years back that had said 14 bones was a limit per skin, but I'd already broken that with PC skin models into the mid to high twenties without any failures at all. Smooth as a baby bottom. I'm actually surprised that the draegloth even works with that many bones, being not a PC model, but it does work very well in game, minus that negative shadow spike.

Does anybody know what I mean with the negative shadow spike? Maybe this is just me and my POS graphics card? The spike runs off toward xy 0,0 almost every time. Sometimes it bends upward, and then back toward the model, as if the shadow is a geometry particle instead of shading mathematics. It stretches as if skin, because its attached to the skin. The shadow spike can pass through solid objects and other shadows. If it passes through shadows, it creates shadow erasure.

NWmax by default doesn't export shadow 0 or shadow 1 on skin mesh. I have not examined the export code, but it seems to me like if you exported with both trimesh and skin modifiers on the model, you could force skins to export other parameters. I've not tried it.

Has anybody attempted to export a skin + animesh combo? It should work as long as nwmax was modified to NOT export the skin modifier. You could get some interesting low poly animesh fx that way. Sorry off-topic idea.

I'm still going to split the draegloth in half and see if the splitting of bone count gets rid of that issue. Gotta find a good place to split him that is not obvious.

#184
_six

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MerricksDad wrote...

Does anybody know what I mean with the negative shadow spike? Maybe this is just me and my POS graphics card? The spike runs off toward xy 0,0 almost every time. Sometimes it bends upward, and then back toward the model, as if the shadow is a geometry particle instead of shading mathematics. It stretches as if skin, because its attached to the skin. The shadow spike can pass through solid objects and other shadows. If it passes through shadows, it creates shadow erasure.


Yeah, everyone who's modded NWN character models for a while enough gets used to the shadows being messy as heck. See above post for my (flawed and lazy yet surprisingly effective) workaround. There's a good example of it with my Wight model for Q if I recall. I use totally separate geometry for the shadows to the actually rendered model.

Modifié par _six, 29 avril 2013 - 04:26 .


#185
NWN_baba yaga

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yup and i can only second the advice by _six to just use a very simple mesh for shadows. This advice goes for anything not only npc´s.

And this bugged shadow line you mention i had several times, never figured out what was the technical error in the mesh so i just turned off shadow and created a simple geometry, linked it to the errorass and tried to avoid to think about it any further....:D

And guys your stuff is amazing and i cant wait to see it in the my toole set :)

Modifié par NWN_baba yaga, 29 avril 2013 - 04:41 .


#186
MerricksDad

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Shadow issue fixed! As suspected, just a skin bone count issue. Nothing having to do with shadows at all. He's now made of 3 skins and has a complex working shadow. Just delete the skin in nwmax and export again (give or take some texture tweaking and setting render=1 on all model parts) to use a normal block-model look. The only things that differ are the hair and the face length.

Sending in my 9 drow and 1 draegloth as we "speak". But I wish I had more time to do more before this one was over :(

Everything we've all made for this CCC is excellent! I can't wait until the drow tilesets that are being worked on are finished so I can run rampantly through them with all these goodies!

#187
Draygoth28

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Just sent in the 4 female Drow, 4 male Drow, male and female Drider, and both lizard mounts. The helmet will not make it, sorry.

#188
Ssythilac

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I don`t want to be anxious but... I cannot wait to introduce all of this wonderful content in my underdark module! Posted Image

So, we have a release date or something?

#189
NWN_baba yaga

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heh whats up with the drow stuff guys? Been over since 2 weeks and no download yet... i really want to use all the great content you produced!!!

#190
Ssythilac

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me too!! ;)

#191
MerricksDad

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I don't even think the previous challenge is packaged yet is it?

Anybody who wants my drow and heaven/hell stuff can get it on its project page at http://social.biowar...ect/8803/#files

I too can't wait to see the rest in action!

#192
Mecheon

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Isn't packaged either, which is sad because I have a hankering something fierce for those Shedu

#193
Shemsu-Heru

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@Mechon: You can download my Shedim "Here

@MerricksDad: At the moment other people can't download your file; You have to allow ypur files to any visit, if you wish to share it with everybody....

#194
The Amethyst Dragon

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My apologies, folks.  Been battling illness and other "real life" distractions at my house.

Drow Stuff is now available.

#195
MerricksDad

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@Shemsu-Heru, thanks I'll look into that. I thought it was already completely open... bla

@TAD, thanks a ton, but don't let us push you around so easy :)

EDIT: Oh I see, the files have to be specifically told they can be downloaded by everybody on the manage files tab, but are set to default of nobody can see them but me.... again, bla

Modifié par MerricksDad, 16 mai 2013 - 06:36 .


#196
NWN_baba yaga

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Thank you very much guys for all your cool stuff! Weekend is nearby and i cant wait to play around with it.

Thanks again :)

#197
The Amethyst Dragon

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MerricksDad wrote...

@TAD, thanks a ton, but don't let us push you around so easy :)

hehe

Not so much pushing around.  More along the lines of "time to catch up on NWN stuff...and...they want the drow stuff...so, here it is".

I've been...preoccupied with other things the last couple weeks.  Wife just had shoulder surgery, and before that me, the wife, and 3/4 of my kids got sick with a stomach bug of some sort.  It's nice to get back to some computer time.

I might even make something for May's theme. :P

Modifié par The Amethyst Dragon, 16 mai 2013 - 10:11 .


#198
Ssythilac

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Yahooo!! Underdark time!!

Thank you very much for your work and creations, guys!

#199
MerricksDad

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@Ssythilac: How's a release date coming on yours? No rush, just drooling a bit.

#200
Ssythilac

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Hi MerricksDad! What I`m working about is a big module in the underdark, featuring caves, a drow settlement and more. For this, I didnt`create anything personally: only retexture a few existing tileset (with baba yaga spidercaves textures) and add placeables with a bit of cunning ;). I mean; all custom content what I´m working in the module is available in the vault now!

Senemenelas underdark, baya yaga spidercaves ( I added this without touching anything) are the two basic terrains. For the drow settlement I only retextured (with one text. from senemenelas UD) the rock terrain and one of two more things of Bioware Underdark.

In these times I am in the mood to work in the module, (thanks to your great drow content) but I cannot say when it will be finished...