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Baldur's Gate II: Shadows of Amn Reloaded


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#751
ArtemisJ

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Well, you would need to use a "Model" VFX, which uses a (mdb) model file to provide the surface mesh. Each triangular face in this mesh has a directional facing--the "surface normal"--which is perpendicular to the surface of the triangle. In the game, the applied texture can only be seen on the mesh from the directions the normals are pointing. Hence, for the texture to appear on the underside, you would first need to modify the hemisphere model so that all the normals point inward toward the center. Then, when you apply the texture to that modified model, it can only be viewed from the underside.

 

I hope this made some sense. Perhaps I need to show some screen shots? :)

 

The alternative is just to make the hemisphere model a placeable, which has the advantage of being scalable.

 

 

Now I'm confused.

 

1) Screenshots would be wonderful..

 

2) Facial expression animations on character models can only be applied during cut scenes.. AFAIK. I was just wondering if that's what that option was related to..



#752
Tchos

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Looks really cool! Unfortunately, it would appear that VFX aren't displayed through transparent objects in NWN2, likely because of the way "transparent" objects are rendered. I actually used VFX in the area already, but they didn't show up sadly (but still hurt performance!).

 

Before everyone gets too far into this reversed normals idea, recall that I gave steps on how to make a transparent object that shows VFX behind it, like a glass lantern with a flame VFX inside it, in this post.  See the model effect alpha method.


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#753
ArtemisJ

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Before everyone gets too far into this reversed normals idea, recall that I gave steps on how to make a transparent object that shows VFX behind it, like a glass lantern with a flame VFX inside it, in this post.  See the model effect alpha method.

 

Fantastic..!

This would be very useful for creating translucent globes / circular objects that are IMO kind of.. lackluster as billboards. :blink:



#754
Tchos

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Fantastic..!

This would be very useful for creating translucent globes / circular objects that are IMO kind of.. lackluster as billboards. :blink:

 

Exactly.  When I saw the screenshot you posted in post 734, I assumed they knew about this and were already using that method since it had a VFX behind the glass, not realising it was a screenshot from the original BG2 and not from this remake.


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#755
ArtemisJ

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Exactly.  When I saw the screenshot you posted in post 734, I assumed they knew about this and were already using that method since it had a VFX behind the glass, not realising it was a screenshot from the original BG2 and not from this remake.

 

You thought that screenshot was from NWN2..? :lol:

 

Tchos.. You solved a huge issue with that post.. Was Obsidian even aware this could be done?

I can't think of a single example in any of the original NWN2 content where they did it.. <_<



#756
Tchos

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I'd guess Obsidian, or some people at Obsidian, would have to have known, since they wrote the engine, but who knows if anyone on the design staff knew, or if they had some reason for not doing it.  I found it after trying as many methods as I could find to make glass that did what I wanted.  None of them do, but some are better than others.



#757
ArtemisJ

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I'd guess Obsidian, or some people at Obsidian, would have to have known, since they wrote the engine, but who knows if anyone on the design staff knew, or if they had some reason for not doing it.  I found it after trying as many methods as I could find to make glass that did what I wanted.  None of them do, but some are better than others.

 

What were you specifically trying to do? Just out of curiosity.

 

And why doesn't this way work?



#758
Tchos

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I just want convincing glass.  I expressed the shortcomings in the post where I described the methods.  Glass should have full specularity unaffected by transparency, plus normal mapping, variable level of transparency, and distortion of light.  In general, I find the glow method to be the better of the two except in cases where I want a VFX behind it, even though the glow method has no normal mapping.


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#759
drechner

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That's pretty awesome, Tchos! Thanks for sharing :)



#760
ArtemisJ

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Throw an actual texture on there.. darken the color.. play with the alpha... This could be EPIC.

 

Interesting.png


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#761
Tchos

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That's pretty awesome, Tchos! Thanks for sharing :)

 

In the service of better modules, you're welcome.

 

This is not to say that reversed normals are a bad idea either.  That's what I used for my ceilings in BSoCC, so you would only see them if you were beneath them, and not if you were looking down into the area.  But as glass, they would be 100% invisible on the facing side, which serves none of the list of requirements I have for convincing glass.



#762
rjshae

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Throw an actual texture on there.. darken the color.. play with the alpha... This could be EPIC.

 

Interesting.png

 

It looks good, although perhaps the dome should be about 25% smaller. If you really wanted to go overboard you could add a second, matching dome with reversed normals and a glow or high specularity facing the interior. That would give the effect of an internal reflection of the sparkling ring light source. I'm not sure how well that would work out though, and it's perhaps a bit above and beyond at this point.


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#763
Tchos

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Or, since this method supports specularity, and since the outer side should have high specularity as well, just make this object double-sided with the same high-specular texture on both sides, both affected by the same transparency.


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#764
ArtemisJ

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I have no idea how to texture this bad boy.. and I have no doubt the scaling is off..

I don't actually know what the scale should be or if drechner even wants to use it...

 

Either way though.. this has opened a huge amount of possibilities.. if I can figure out how to put a relatively simple glass texture on that I can make all kinds of cool stuff....

 

I have always wanted to make aquariums and lab jars and all other kinds of transparent odds and ends that didn't work because of the VFX issue..



#765
Tchos

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The way I did it for windows was to use a scuffed up texture that would usually be used for specularity, but in this case it serves as the diffuse texture.  It should be relatively high contrast, and mostly dark.  The dark part will be the main glass part.  With an appropriate level of transparency in the effect, it can be taken as the normal darkening that happens with real glass, as not all light passes through glass, some being reflected off.  The lighter scuffed parts will be the parts that give definition to the surface and create a glass-like illusion.


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#766
ArtemisJ

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The way I did it for windows was to use a scuffed up texture that would usually be used for specularity, but in this case it serves as the diffuse texture.  It should be relatively high contrast, and mostly dark.  The dark part will be the main glass part.  With an appropriate level of transparency in the effect, it can be taken as the normal darkening that happens with real glass, as not all light passes through glass, some being reflected off.  The lighter scuffed parts will be the parts that give definition to the surface and create a glass-like illusion.

 

Very cool explanation. The bigger issue is I have no experience with UV Mapping textures..

maybe I can just grab a repeating texture pattern and blindly apply it. ^_^



#767
rjshae

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Very cool explanation. The bigger issue is I have no experience with UV Mapping textures..

maybe I can just grab a repeating texture pattern and blindly apply it. ^_^

 

If your model isn't already mapped, you may just end up with a single pixel of your texture spread all over the surface. But it couldn't hurt to try.



#768
ArtemisJ

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I tried applying a random texture.. It's still not right.. doesn't look quite like glass.. and it's too dark. Maybe more transparency?

I want it lighter more navy blue.. Hmm

 

(The rings actually spin.. it looks better in-game)

 

Not_Right_Still.png


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#769
Tchos

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Definitely needs more transparency, but be sure to have something to represent the metal frame, because what looks correct without a frame won't necessarily look correct with one.


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#770
rjshae

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Definitely needs more transparency, but be sure to have something to represent the metal frame, because what looks correct without a frame won't necessarily look correct with one.

 

DRechner already has the metal frame set up in his Temple District area, I believe. It's just a matter of getting the FX scale right. :)


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#771
ArtemisJ

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DRechner already has the metal frame set up in his Temple District area, I believe. It's just a matter of getting the FX scale right. :)

 

I think Tchos meant I should use the actual area / metal frame during testing because the grass texture may affect how it will look in the final product.



#772
Tchos

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Yes, the ground texture, the lighting, and just having the contrast of a darker coloured frame around the object all contribute to what you'll actually want to set the transparency and texture colour to look like, so it's best not to spend too much time getting it to look just right without those things, only to find that you need to adjust it more after putting everything in its place because it doesn't look right in that context.



#773
ArtemisJ

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Yes, the ground texture, the lighting, and just having the contrast of a darker coloured frame around the object all contribute to what you'll actually want to set the transparency and texture colour to look like, so it's best not to spend too much time getting it to look just right without those things, only to find that you need to adjust it more after putting everything in its place because it doesn't look right in that context.

 

The funny thing is.. drechner has been very busy and not gotten back to me.. and may not even need this vfx or has something better already.

I agree with you Tchos..

 

 

Although the texture I am using.. is just stolen from somewhere and is probably not the best usage.. <_<

I need to really learn how to properly texture / model things in NWN2.. it's the biggest gap I have in my knowledge base..



#774
PJ156

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Drew is always busy and the lag in response can be long :)

 

PJ



#775
PJ156

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The new challenge is ar0410 ... part of the planar sphere.

 

0410_01_zpsanqufnil.jpg

 

Here's my placeholders .... a long way to go yet.

 

0410_02_zpsflgwsr9v.jpg

 

Lots of re-texturing on this one .... lots and lots :)

 

PJ


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