Aller au contenu

Photo

Gmax/NWMax - need help


  • Veuillez vous connecter pour répondre
34 réponses à ce sujet

#26
Shadooow

Shadooow
  • Members
  • 4 465 messages
thanks rollo, i still had to add a secondary dummy mode via notepad and edit values a bit (since what i get was opposite of what i needed) but its a start and it fastered the job three times, maybe later i figure out how to set it up in max so it will works the way I want on first try :)

#27
Shadooow

Shadooow
  • Members
  • 4 465 messages

How to best slice a object without texture issues?

 

On simple objects compiled with only one mesh, I can simply lower top vertices to Z position I need but this doesnt work on more complicated objects such as tree trunks. And if I slice them via gMax, it creates more vertexes and if I weld them it screws the texture... Any way around this? Or do I always have to fix the textures after slicing?



#28
Shadooow

Shadooow
  • Members
  • 4 465 messages

next issue, splotches and ingame flickering

 

I find the cause already -> two or more overlapping ground meshes with different textures do not work well and from bigger distance causes flickering

 

question is what can I do about it?

 

reference: road crosser in tree terrain adition - there are actually two different issues, first is that some tiles are having the mesh with road texture at 1Z position, while others at 2Z probably as a temp fix for the extreme flickering that is visible when I changed position to 1 to unite with other tiles. Problem is that since the neighbourgh tiles has a pos1 it causes new flickering at the edge of those two tiles anyway (h31/32 with h33).

 

And the "normal" splotches flickering. This could be probably possile to fix by slicing the splotch textures so they wont overlap with road and can be at same height, but Im not sure whether its possible fix (isnt the road partially transparent so the splotch below is partially visible?) and also how to do that nicely since the road is curved at same points (I would like to avoid editing bitmap after that if possible...)

 

Or is there any other way around this?



#29
Zwerkules

Zwerkules
  • Members
  • 1 318 messages

Since you shouldn't raise the road because it will cause issues, why not raise the splotch? Does it have to be under the road texture? If you have grass growing from the edges it would be over the road texture anyway, not under it. So if you leave all the vertices of the road add 1 (assuming your ground is at 0) move the vertices of the splotch to 2.



#30
Shadooow

Shadooow
  • Members
  • 4 465 messages

Since you shouldn't raise the road because it will cause issues, why not raise the splotch? Does it have to be under the road texture? If you have grass growing from the edges it would be over the road texture anyway, not under it. So if you leave all the vertices of the road add 1 (assuming your ground is at 0) move the vertices of the splotch to 2.

thankks for suggestion, it seems to work though problem is that after changing all tiles a new issues showed up, textures on neighbourgh tiles are badly connected see this

 

shade.jpg

 

not sure what can I do about this the whole texture looks black (ttr01_shad01) and I cant see any difference in those brighter tiles

 

im not very positive that this is the way it should be, those brighter tiles looks fine and better now but the darker ones looks weird and the way it looks wasnt probably intented



#31
Zwerkules

Zwerkules
  • Members
  • 1 318 messages

The problem seems to occur in all the tiles with curved roads. They only have the fake tree shadows coming from the 'long' tree egdes and none from the 'short' ones in the corner. If you are lucky the mesh for the shade texture will consist of four parts and you can select the faces of the corner which doesn't have any shadows and add some by editing the uvw map of those faces alone. If you're not so lucky the whole mesh will just consist of two faces and you'll have to cut out the corner you need to retexture.

In gmax and some other programs like Photoshop Elements the shade01 texture will show as completely black. If you view it with the gimp or irfan view you will see where the shadows are and it will give you an idea which parts of the texture you have to use.

Alternatively you could make an extra shade texture for your tiles which has all the shadows needed for one of the curved road tiles.

 

You could also take a look at the tiles in the TNO tileset which has some roads on tree terrain and apart from the top of the trees the geometry of the meshes is very similar to what you are making.

Edit: It looks like those tiles have the same problem. tno01_d37_01 is also missing the fake tree shadows in the lower left corner.



#32
Shadooow

Shadooow
  • Members
  • 4 465 messages

You could also take a look at the tiles in the TNO tileset which has some roads on tree terrain and apart from the top of the trees the geometry of the meshes is very similar to what you are making.

Edit: It looks like those tiles have the same problem. tno01_d37_01 is also missing the fake tree shadows in the lower left corner.

of course because I only ported the TNO models to TTR, im not a modeller myself, I can only make some repairs but thats it



#33
Shadooow

Shadooow
  • Members
  • 4 465 messages

 

In gmax and some other programs like Photoshop Elements the shade01 texture will show as completely black. If you view it with the gimp or irfan view you will see where the shadows are and it will give you an idea which parts of the texture you have to use.

Unfortunately this doesnt work. Even in Photoshop the texture is plain black. I think this is because of the "alphamean 0.197" setting in ttr01_shad01.txi file.

 

Any way how can i see the texture with alpha? Neither NWN Explorer shows anything other than black plane...



#34
Zwerkules

Zwerkules
  • Members
  • 1 318 messages

You can use Gimp or irfan view to view the texture. It won't work with Photoshop.



#35
Shadooow

Shadooow
  • Members
  • 4 465 messages

You can use Gimp or irfan view to view the texture. It won't work with Photoshop.

Oh, i tried irfan before but I had black background so I thought it doesnt work - changed to white and now I can see it. With that I was able with trial and error method to move the texture verts in a way it looks fine.

 

However, I still dont know how did this shade texture error happened. It seems that the creators of TNO used TTR tree models as a base and only changed trees a bit/added more foliage and the road texture on top of it. So the "shading" mesh in the troublesome ttr01_h37_01 (resp. tno01_d37_01) has exactly same parameters as the one in a corresponding non-road tile ttr01_d01_01 (and the TNO counterpart respective). And same applies for all other tiles. But while the shading in the non-road tiles is connected smoothly for some reason it is not in the version with road. Im guessing the road might made a contrast but its really weird...