It doesn't look like the type of model that I can cleanly decimate. There's a lot of fine detail.
City-State Project
#101
Posté 12 juillet 2014 - 02:18
#102
Posté 12 juillet 2014 - 05:59
#103
Posté 13 juillet 2014 - 04:44
EDIT: never mind forgot this is a personal project thread.
#104
Posté 25 juillet 2014 - 08:25
I'm thinking I'll have a need for some placeables that will make a building and its interior look realistically dilapidated and abandoned. There are some specific models I have in mind (piles of fallen plaster, a section of rotting floorboards, torn padded armchair, ruined mattress, &c), but I also want some simple, single-bit transparent planes that I can put along walls to make it look like it is crumbling and/or rotten. (Ex: an irregular section of exposed bricks or patches of mold.) Does anybody know if that type of thing already exists in a hakpack somewhere? If so, I can try using that to start with. Thanks.
#105
Posté 25 juillet 2014 - 11:01
I don't know if it exists but I think its an excellent concept. Not just for this but for all the tile sets.
Cracks, bricks, water running down the wall; these could all be done in this way. I did nope to do wall tiles and features in this way for the adobe set.
PJ
#106
Posté 25 juillet 2014 - 11:42
This could be achieved easily with a simple graphic file and a vertical vfx, like a vertical version of the dirt spots vfxes.
#107
Posté 26 juillet 2014 - 12:35
This could be achieved easily with a simple graphic file and a vertical vfx, like a vertical version of the dirt spots vfxes.
Yes, I wasn't sure whether it would make more sense as a placeable or an SEF--the latter would be 8-bit transparent I suppose, so more flexible. Plus it wouldn't need .2da slots....
I don't know if it exists but I think its an excellent concept. Not just for this but for all the tile sets.
Cracks, bricks, water running down the wall; these could all be done in this way. I did nope to do wall tiles and features in this way for the adobe set.
There's some textures in NWN that could perhaps be used for this, with a little judicious trimming and alpha masking. Time to experiment... ![]()
#108
Posté 26 juillet 2014 - 01:52
I would pencil this in as a given for your module, unless of course you think you need them immediately. Either way, if they do need to be a 3d object that's one thing I actually can do, but as you know, my hands are full (with fat) at the moment. But I really think a VFX is best for all reasons.
#109
Posté 26 juillet 2014 - 02:23
Thanks.
The one 3D SEF I'm thinking about is a weak volumetric shading that I can stick in any corner, which would behave the opposite of a light source--gradually getting darker toward the middle. For a creepier experience in an abandoned abode.
Not quite sure how to do that yet.
#110
Posté 26 juillet 2014 - 03:07
If you need a flat 1-sided square plane, I can provide one. I made one for the ceiling tiles in the temple, and can just rotate it.
#111
Posté 26 juillet 2014 - 07:32
Thanks.
The one 3D SEF I'm thinking about is a weak volumetric shading that I can stick in any corner, which would behave the opposite of a light source--gradually getting darker toward the middle. For a creepier experience in an abandoned abode.
Not quite sure how to do that yet.
I don't know that it would need to be that unless you want to create pools of darkness. Simple off brown shading that could be placed into corners would give real depth though I suspect this will not be easy to blend into the wal.
PJ
- rjshae aime ceci
#112
Posté 26 juillet 2014 - 01:53
If you need a flat 1-sided square plane, I can provide one. I made one for the ceiling tiles in the temple, and can just rotate it.
I'm going to start with a bloodstain effect as a model, so I should be okay. Thanks.
#113
Posté 26 juillet 2014 - 02:41
The one 3D SEF I'm thinking about is a weak volumetric shading that I can stick in any corner, which would behave the opposite of a light source--gradually getting darker toward the middle. For a creepier experience in an abandoned abode. Not quite sure how to do that yet.
I think it was Kamal who experimented with negative intensity lights or something of the sort, which behaved similarly to your description.
Also, in regard to the blood/crack/rough decal effects, I hope you'll be using a normal map with a negative bump strength on it. I've seen decals in other places (such as bullet holes in walls) that successfully created the appearance of holes or cracks in whatever surface they were applied to, through the use of normal maps.
- rjshae aime ceci
#114
Posté 26 juillet 2014 - 02:56
Also, in regard to the blood/crack/rough decal effects, I hope you'll be using a normal map with a negative bump strength on it. I've seen decals in other places (such as bullet holes in walls) that successfully created the appearance of holes or cracks in whatever surface they were applied to, through the use of normal maps.
Good idea. I'll need to experiment with the plug-in to see if it takes negative values. Hopefully.
Right now I'm having difficulty figuring out how to attach a bump map to a billboard. There doesn't seem to be an option...
#115
Posté 26 juillet 2014 - 03:19
The "negative" I mean here, with the normal map, isn't actually a negative number, but only a difference in distance from the middle height, which on a greyscale heightmap can be represented by a 50% grey background, and white and black spots on that surface representing bumps (positive) and holes (negative), respectively.
If you're starting from a height map, where white is "higher" and black is "lower", and you're not planning to make any bumps, but only cracks and holes, then you can use pure white as the base surface instead of grey, and paint your cracks and holes with varying shades of grey and black at the deepest. Then convert to a normal map.
- rjshae aime ceci
#116
Posté 26 juillet 2014 - 03:31
Test splotch -- sawdust texture from NWN:

No normal map, unfortunately. It may be that I have to apply the texture to a model first.
#117
Posté 27 juillet 2014 - 09:04
Also, in regard to the blood/crack/rough decal effects, I hope you'll be using a normal map with a negative bump strength on it. I've seen decals in other places (such as bullet holes in walls) that successfully created the appearance of holes or cracks in whatever surface they were applied to, through the use of normal maps.
Yes, that's exactly how I did all the carvings in the buttons: use a sef file that swaps the "flat" normal maps with the "carved inscription".
#118
Posté 27 juillet 2014 - 09:07
If you're starting from a height map, where white is "higher" and black is "lower", and you're not planning to make any bumps, but only cracks and holes, then you can use pure white as the base surface instead of grey, and paint your cracks and holes with varying shades of grey and black at the deepest. Then convert to a normal map.
I confirm: to have the buttons either show a carved in inscription or a protruding character, I used this method.
#119
Posté 28 juillet 2014 - 02:41
If you're starting from a height map, where white is "higher" and black is "lower", and you're not planning to make any bumps, but only cracks and holes, then you can use pure white as the base surface instead of grey, and paint your cracks and holes with varying shades of grey and black at the deepest. Then convert to a normal map.
I'm using the GIMP plug-in to create the normal map, so, when I want to make modifications like this, what I usually do is convert the image to grey scale then modify the luminosity in the parts where I want to change the bump map. Hence, I think I can invert (luminosity-wise) the borders where the depression needs to appear then tweak the brightness-contrast so the edges blend into the surroundings.
#120
Posté 30 juillet 2014 - 12:08
Here's a comparison between two different SEF approaches. On the left is an SEF billboard; at right is an SEF with a model to which a skin texture has been applied. The same texture is applied to both; the model also has a normal map.
Note the bottom close up--the billboard has true 8-bit alpha transparency, while the model at right only applied 1-bit alpha transparency. It looks like I can have 8-bit transparency or normal maps, but not both. (The model at least allowed me to put a low hump in the pile.)

#121
Posté 30 juillet 2014 - 01:27
Personally, I'll take the hump and the bumps in exchange for the well-blended transparency.
#122
Posté 30 juillet 2014 - 03:32
Okay, humps and bumps it is.
However, it looks like some of the splotches work better as transparent billboards. What I think I'll do then is a mix--use models with normal maps where the edge is sharp, or billboards where there is a gradual transition.

- IAmDeathComeForThee aime ceci
#123
Posté 30 juillet 2014 - 04:10
A good plan. Whatever works best for each case.
- Ubai aime ceci
#124
Posté 30 juillet 2014 - 02:55
Hmm... a thought occurred: I could potentially merge the two capabilities by splitting the texture between an edge region (billboard) and the interior (model) using the lasso tool.
Ed.: On second thought that would not be a good idea. The model can be rotated; the billboard can not. *shrug*
#125
Posté 09 août 2014 - 01:57
Here's a few small additions to the set. From left to right: a pretty nice wine barrel model from Turbosquid, a weapon rack to which I added some spears, and some ancient stone blocks. In the upper right is a port of the Cloaktower from NWN. The barrel and tower are tintable.

- Calister68 et 4760 aiment ceci





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