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Custom Content Challenge: May 2014: Technomancy


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#26
rjshae

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<bottling his...>
Nah :-)
We'll help you get it sorted.
Make the glass mesh a separate element of the model and make the cylinder of goo a separate placeable model with an interesting goo texture :-) put a plain white texture with about 20% alpha channel on it on the glass.

I'll walk you through the rest when I'm not on this tiny phone :-P

<...brew>

 

8-bit alpha only seems to work with .sef files in NWN2. I tried setting the alpha blend flag on a glass textures, but the functionality doesn't seem to be implemented. So, other than to find some better textures, at this point I'm probably not going to spend much more time on this model because I'd like to work on another. Thank you for your advise. :)



#27
Rolo Kipp

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<practicing the zen art...>

 

By all means work on another model :-)

 

But don't give up on this one, either :-P Get as much done as you can and pass it along.

 

Getting the glass working right is tricky.

There are several keys to getting it to work in NwN1:

  1. The placeable has to be classified as "Tile" type and the glass mesh linked to an 'a' node parent.
  2. The mesh itself must have an alpha (or "opacity") setting, preferably pretty low (transparent) like around 0.4 or 0.5. This lets us see through the glass, but does nothing for reflection.
  3. A very bland, all white (or light-colored) texture with an alpha layer. The stronger the alpha, the stronger the reflection. This has to be juggled with the alpha of the *mesh*. Too much alpha on the mesh and you don't see the reflection. Too little alpha on the mesh and you don't see through it :-P
  4. Create a ".txi" file with the same name as the glass texture that names the reflection map with "envmaptexture myenvmapname" (I highly recommend dlag__ref01)
  5. Specify the reflection map in the placeables.2da as well (used for non-static placeables).

 

In fact, here is the txi I used for my bottle:

# Specify an environment map for static geometry.
# Dynamic geometry uses the environment map provided on
# the model.
#
# Default is no environment map

envmaptexture dlag__ref01

downsamplemin 0
downsamplemax 2

alphamean 0.5

All of these things you can do after the mdl is exported and in ascii format, so it really shouldn't be a blender issue :-P

 

For the goo, I'd make that a separate placeable without a pwk. I'd probably give it an "Arturo" procedural txi and I'd even add a nice, slow bubble emitter to indicate viscosity and... er, liveliness :-). Being a separate placeable would allow adjusting the z of the liquid via script so the containment vessel might be full, half-full or barely full. :-) (depending on how much wiggle-room the end caps give :-P

 

Edit: Here is the txi I used for the Aquavitae

bumpyshinytexture ttr01__env
bumpmaptexture shinywater
#envmaptexture tno01__wtenv03

proceduretype arturo
channelscale 4
0
0
0
0

channeltranslate 4
0
0
1
0.5

distort 1
arturowidth 32
arturoheight 32
distortionamplitude 3
speed 5

defaultheight 64
defaultwidth 64

downsamplemin 0
downsamplemax 2

alphamean 0.5

 

I really think a good glass texture and a eerie/disgusting goo would make your containment vessel "Pop" (er, hopefully only figuratively :-)

 

<...of being as clear as mud>


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#28
rjshae

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Technomancy? Rocket-propelled flying broomstick with a kitty sidecar... :D

 

2ec0b07ea3daaed451bd6f75e64167e6.jpg


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#29
PLUSH HYENA of DOOM

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Awww, Fester Pot thought of me. That's nice...

 

Hm... And it IS borderline Undead Animal...

 

With only a few hours online time per month these days, through someone else's limited broadband, I don't have the time to figure out why the hell I can't post images or links or anything to posts on this weird new BioWare site. Just keep getting incomprehensible rubbish about "no anchorpoints", whatever those are. HELP!

This leaves me feeling a bit cut off and unable to fully and properly participate in the CCC. I wanted to do much more for the "Crypts..." month but the image difficulties put me off. (I'm glad the madness of Dark Sun happened before the site went upside-down.

 

But it IS borderline Undead Animal...

 

And I am doing a Cyborg Giant Rat in gmax at the moment anyway...

OK, I'll see about doing a Weird Technomantic Cyborg Undead Animal Thing for this month which may, or may not, look a bit like Fester Pot's picture. A bit.

 

Because it IS borderline Undead Animal and I have a certain reputation to maintain...


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#30
rjshae

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Is the icon panel above the input area active? Or do you have it set to raw text mode? If there is a little down arrow to the right above the input box, try clicking on that. You should then be able to click on the picture icon on the lower row and then enter the URL of your graphic.


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#31
PLUSH HYENA of DOOM

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The Image icon is present.

Trouble is, I enter a URL for a picture and press "OK"... and the noxious little polyp just sits there doing precisely nothing. Doesn't even appear to be doing anything with infinitesimal slowness.

And then, of course, the flea-encrusted marsupial of an Image box won't close, no matter what you try, and just sits there doing nothing for all eternity, forcing one to eventually just shut down the site and start again. Every time, without fail.

 

Yes, it is my considered, professional opinion, that the Image Box is, without question, a SPLEEN.

 

(So why does it work for other people? What's it got; some sort of Anti-Hyena Lock on it or something?)

 

PS:- Technomantic Undead Animal construction is underway and progressing well.



#32
rjshae

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You could try posting a query to the forum help and perhaps one of the hapless minions will come to your aid...


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#33
Tarot Redhand

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@PHOD I thought the pm I sent you months ago sorted that problem. Or is this a new one?

 

TR


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#34
Michael DarkAngel

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@PHOD  Do it the old-fashioned, like I do

 

[ img ] http:// whatever.url.com [ /img ]

 

Subtract all the spaces, and your picture should appear.

 

icon_zdevil.gif

 MDA


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#35
Proleric

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You may also need to check that the image hosting site has hotlink protection disabled for this new site (the old site's permissions don't count).
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#36
ia.Pepper

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After dealing with some RL things, I went to continue work on my technomagic wings, and got sorely disappointed by somehow losing progress, but I am back on it now that I am freed up. Making a few last tweaks before I finish the brunt of the work.  :unsure: I expect that will take a little over a week, so hopefully in time. 

 

Update: Bed time & 70-80% finished on texture work.   :D


Modifié par ia.Pepper, 22 mai 2014 - 10:00 .

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#37
PLUSH HYENA of DOOM

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Many thanks for helpful suggestions, guys... Shall conduct a wide range of medically unethical experiments...

(Tarot - still same problem...)

 

As usual, the Shabby Frothing Hyena has gone overboard and, whilst foaming rabidly at the muzzle, has made not one but THREE Technomantic Undead Animals. They don't look all that much like FesterPot's image, but they evidently crawled out of the same factory...

Two quadrupeds, one around the size a jaguar, the other twice that size... and also a biped... As they're mostly just bones and metal spars, all the inner surfaces of the thorax armour need to be seen, but the poly count is still surprisingly friendly. Tested a horde of about twenty-five of them in battle with no lag... (although that was before I grafted a load of sword blades into their armour, admittedly). Currently poking textures with a pointed stick and aiming a brick the size of Jupiter at a few animation glitches.

 

Addendum:- MDA, tried your "old fashioned" method with a variety of images from different sources... Most times I got a diseased red box saying "That image extension is not allowed on this community", or something like that. But ONE of them actually entered into this post a tiny little black box with a white X on it followed by the URL. Like a link, though it didn't work. (I've removed it again to avoid confusing anyone)... But it's the best (only) result so far.

Does this site only accept images from a limited number of sources? Could that be the problem?

Gone through a few threads on Forum Help regarding problems with posting images which have been zero help so far...

 

Apologies for unintentionally turning this CCC thread into a temporary image whatsit discussion.



#38
The Amethyst Dragon

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I've got other stuff to do toward the end of the month, so I decided to cancel my procrastination.  Since I opted to make more than one version, I'm not going to make prefabs for them, it's really easy for builders to do.

 

Four heavy crossbows (part 5, colors 1-4) based on my Reforged ones. Middle parts of each control various ways of imbuing ammunition with dangerous properties when fired.

 

1. ammo support made of para-elemental ice can be used to chill a bolt so cold it inflicts freezing damage on targets

 

2. vials filled with para-elemental ooze can be used to coat a bolt so that it becomes toxic and inflicts acid damage on targets

 

3. electrodes holding para-elemental lightning that can be used to charge a bolt so inflicts electrical damage on targets

 

4. vials filled with para-elemental magma can be used to heat a bolt so it inflicts fire damage on targets

 

All contain some self-illuminated and/or emitting part so that they stand out a little in darkness.

 

ad_pre10.jpg


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#39
rjshae

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Does this site only accept images from a limited number of sources? Could that be the problem?

Gone through a few threads on Forum Help regarding problems with posting images which have been zero help so far...

 

Apologies for unintentionally turning this CCC thread into a temporary image whatsit discussion.

 

I've had success posting images here from Photobucket. If all else fails...


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#40
Proleric

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Since I can post images from my site here, I imagine any site will do. Try posting in jpg format (not .jpeg) using exactly the BBCode suggested by MDA, including the http prefix (and the /xxx.jpg, obviously). Other formats may work, but I know .jpg does.

If there is hotlink protection, it will be on your site. When this new site launched, all the images in my historical posts disappeared (with that X box IIRC) until I changed the permissions.
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#41
PLUSH HYENA of DOOM

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PHoD Technomantic Undead Animals have been hit with all due and proper bricks, hastily crammed into an improbably large bucket and sent across half the planet via the miracle of a rusty, antiquated and very probably cursed electronic messaging system.

 

Two quadrupeds, one large, one small, plus a bipedal variant. Basically, partial (vaguely canimorph) skeletons held together with rusty metal spars, with arcane viewing lenses jammed into the empty eye-sockets of their skulls, unsafe wires hanging loose, rusty metal teeth for maximum victimular discomfort and nasty, jagged metal armour with swords sticking out.

 

(Hopefully getting near a solution on the image problem (thanks for all the suggestions), but for now have asked TAD to be kind enough to post the rubbish image enclosed with the models I sent him.)

 

PS:- I know there's no such word as "victimular".


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#42
Mecheon

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When in doubt, PHoD, chuck it on Imgur and just send the link

 

Its what I do at least.

 

I'm liking the sound of it. The abandoned technocity in my mod needed some new denizens to haunt its halls...


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#43
The Amethyst Dragon

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From PLUSH HYENA of DOOM:

 

phod_t10.jpg


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#44
PLUSH HYENA of DOOM

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Many thanks, TAD - last time, I promise!



#45
ia.Pepper

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Scratch That! I found the issue, and I have to say I am a little mad. The entire time, countless "fixes" I attempted, and all along it was the texture had a 100% black alpha that Photoshop decided to apply without my knowing. *Heavy irritated breathing.* And this is a lesson on why you should sometimes take breaks and not model into the wee hours, and also you shouldn't trust Photoshop.

Well, I am lost. I have come so far, yet hit a roadblock I am unsure how to bypass. While testing my technomagic wings, I noticed only one part was showing, a few times I thought the parts were just inside of the base piece, but that does not appear to be the case, especially as I can reimport it into 3DS MAX and everything is showing, in place, and moves and behaves as it should (with the joint system I set up.)

 

7VwHAiK.jpg

 

It looks like the rest of the wing is acting like I didn't check 'Render', except that I know I did. Is there some setting or quirky business that I am not recognizing? So close, I really want to solve this.

 

A note: I am overwriting the angel wings to test this, and it is not a skinned model, if that has anything to do with it. Help would be appreciated, since the deadline is close and my model is being finicky.  :wacko:

 


Modifié par ia.Pepper, 27 mai 2014 - 07:23 .


#46
Tarot Redhand

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Next time check the little box that says save in compatibility mode (or whatever it actually says, the checkbox is there though) when saving a picture with alpha in pshop :rolleyes: .

 

TR



#47
ia.Pepper

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Next time check the little box that says save in compatibility mode (or whatever it actually says, the checkbox is there though) when saving a picture with alpha in pshop :rolleyes: .

 

TR

 

When saving a .tga, the only thing I see is compression and bits. Am I missing something? Anyway, after a good night's rest I can safely go back to working on the wings, and hopefully not run into anymore silly issues, because from here on out the wings shouldn't be hard to do.



#48
The Amethyst Dragon

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When saving a .tga, the only thing I see is compression and bits. Am I missing something? Anyway, after a good night's rest I can safely go back to working on the wings, and hopefully not run into anymore silly issues, because from here on out the wings shouldn't be hard to do.

 

My version of Photoshop only gives me a bits option. For NWN, I use 24-bit for anything that will be solid with no transparency or reflection, and 32-bit for other images/textures (the extra 8 bits holds the alpha channel).  I'd say go for no compression, so your texture(s) can later be turned into .dds versions.



#49
ia.Pepper

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My version of Photoshop only gives me a bits option. For NWN, I use 24-bit for anything that will be solid with no transparency or reflection, and 32-bit for other images/textures (the extra 8 bits holds the alpha channel).  I'd say go for no compression, so your texture(s) can later be turned into .dds versions.

 

Yeah, I wasn't doing any compression with Photoshop. But you did remind me to fix something which just made it run a tiny bit smoother. Also concerning .DDS textures, would it be beneficial (or possible) to turn an emitter's texture into a .DDS? Or would that somehow cause some weird glitchy behavior in how the texture displays?



#50
ia.Pepper

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It's time for me to take a little break, but I got the techno-magic wings to a suitable state for displaying here. Still highly unfinished. They look Tronesque, just a tad, but I promise that won't last once I jump to work again.

 

cTbSTMe.jpg

 

I am considering adding some crystals, runic symbols, or just some shiny emitters in place of the glowy bits you see. My plan is just to give it a much more techno-magic look, and not just techy.  :lol: Hope you like what becomes of it so far.

 

Well, it's been a bit and I've made a lot of progress with the technomagic wings. I am not quite done but I felt I hit another milestone, and thus hit a point I could show off yet again, like last time. I am going to be making a lighter, cooler variant (more fitting with the original concept) once I finish animations all the way. The current is a more warm, darker, rustic set of wings.

 

So here it is, gauging for flight!~

 

5GS774T.jpg

UIZ4R74.jpg

 

Woosh~ I may make some changes to the string along the top, if I figure out how, but otherwise it's staying as is, so it seems. It changes from orange to yellow, but that isn't really shown off well considering it's a still image.  :) Also I know it doesn't look capable of flight in the slightest, and I have a perfectly logical explanation for that....

 

 

 

........MAGIC!~  :lol:


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