I had no idea they were ignored past height 4. Typical tileset roof height is 4.2, so perhaps they cut off checking past that point? The RWS Grand Citadel has C2 meshes extending up to height 10, but apparently that may do nothing.
Nagual's forge
#26
Posté 20 janvier 2015 - 01:56
#27
Posté 20 janvier 2015 - 02:54
Yes,if i put the floor at 4,no C2 is used;the floor at 0 it will be used on a small part but not all.(i didn t checkek but i expect from 0 to 4 or 4.2)That s why i think there is a limitation.Considering the floor walkmesh one,all your wall pillar should be between -4/-5 and 4.
Seems i m good to go back to placeable for exterior,or may be a simple one levelled tile at -4.(i don t think it would be troublesome if the hightest part has no collision as the camera should nt be able to go that far..but i lose multiple level idea)
#28
Posté 20 janvier 2015 - 03:44
Or you could build downward...
#29
Posté 20 janvier 2015 - 04:21
But under -4 or -5 it s walkmesh that has some problem and putting plc get really hard.
I think it s more about premade value.I tried different polygon cut and it doesn t change anything for me.
Btw i was working on the tile variation,mostly heigh and i encounter some matter.
I had 3 lvl of heigh and it seem that up a limit,the camera is no more stopped by ground (i could ad a C2 mesh but for simple ground XXXX it s not usually used on other tileset),and under one (seems less than -5 as heigh) you can t put object easily and need to use arrow to move them.
Edit: up +4 the camera go through the floor (tried +5/+8+12+20)
Under -5 you will need to be really patient to put placeable..
Edit 2: So i made first floor at heigh 4 second 0 and third -4 and finally the "hole" at -14..then i discovered my placeable were disapearing when moved through the hole with mouse..and where going to -10000..where the hole W is gone i don t know why....
The plane with texture him is well showed at -14,so i think i will just bring back the W mesh to -4/-5 to fix it. as it is unwalkable btw...
#30
Posté 20 janvier 2015 - 06:05
I think perhaps you mean the C3 mesh, rather than C2? The C3 mesh is what is used for checking visibility.
My conjecture has been that the toolset automatically puts a C2 collision mesh box around each tile. Presumably then that box has its top at around height 4. (You can see the boxes if you set the C2 Data pick in the Toolset's Collision menu.) On a placeable, the C2 boxes set the bounds on where the C3 mesh is checked, so if your tile's C3 collision mesh extends above the C2 box then that part of the C3 mesh would be ignored. I don't know if adding some additional C2 boxes to the tile would override (or supplement) the base tile box, but perhaps it would be worth an experiment?
But it's all just a conjecture and I may be completely wrong in my thinking.
#31
Posté 30 janvier 2015 - 05:18
#33
Posté 30 janvier 2015 - 07:59
Nagual: I'll take them as they are, if you're offering.
#34
Posté 31 janvier 2015 - 12:00
I can use the english version of faerun world map and zoom on a specific country if you need.(here it s french centered on dragon coast)
It s about 10 mn to do so no matter.
Btw i have a small matter,i lose my smoothing group when making my mdb on the "rolling part".I don t know why :/
Strange thing is it works fine on my try version..may be the object got corrupted.I will redo it from the try version i think.
Edit .....Seems i fixed it...is it me or you can t have a same smoothing group for différent part in uv map on mdb?
I reduced texture too,DDS doesn t like 768/384 so it s now 512/256.I could go for 1024/512 if you need something very easy readable.(depend the use you will have.)
#35
Posté 31 janvier 2015 - 12:02
I like that map.
#36
Posté 31 janvier 2015 - 08:45
I would like to have the map and, with your permission, give it to everybody in update 6.0 ![]()
PJ
- andysks aime ceci
#37
Posté 31 janvier 2015 - 12:12
Same as everybody else: I have uses for the map! I hope it's using a single diffuse map (so the map itself can be changed easily, either with MDB Cloner or visual effects).
#38
Posté 04 février 2015 - 12:32
#39
Posté 11 février 2015 - 10:00
Almost forgot...
https://www.dropbox....MAPNWN2.7z?dl=0
To copy on you 2da;line 4439 to 4442 and 4444 to 4446.
added 1 map using transparency,not more cause its troublesome as i need some space for the other part of the scroll when it's "rolling".
No mesh _w _c1 ect ect.just meaned to be used as environment.If you really really need it with those mesh tell me...
Could be a good idea to make some magic study,anatomical with this.I was wondering if De Vinci anatomical art were freeware
...could do something nice for nécromant oO
http://www.gfmer.ch/...ardo/Torso1.jpg
- rjshae aime ceci
#40
Posté 11 février 2015 - 10:09
Yes, da Vinci's anatomical works should be in the public domain and many are available from the Wikimedia Commons.
#41
Posté 11 février 2015 - 10:17
If the author/artist has been dead for 100 years, their work is public domain.
#42
Posté 11 février 2015 - 11:28
#43
Posté 12 février 2015 - 04:03
I made some time ago some animations for rugs (you know, so they hide secret trapdoors
) and wondered how they would work for maps... Actually, not too bad:



Don't look too closely at the backs of the rolled maps on the two screenshots after the first, I took them before I noticed there was something wrong.
I'll have to smoothen the backs more anyway, the maps once rolled look really too square.
- rjshae, kamal_ et Nagual_NWN aiment ceci
#44
Posté 13 février 2015 - 01:29
#45
Posté 13 février 2015 - 06:45
Yes it does. It might make a good sandstone texture too?
PJ
#46
Posté 13 février 2015 - 07:06
Yes,may be with a more sand effect on stone surface and more color nuance.Good thing is i can change that easily.I got 5 stone modeled so 30 différent face.i will need may be more to have something less repetitive.After i just need to place them using some offset function,i can go to some more chaotic structure too.(btw here i need to get ride of those 3 stone aligned vertically >_<...didn t saw that)
#47
Posté 22 février 2015 - 07:51
Some of the thing i don t understand about light.
That hexagonal part is made of 6 triangle so i could repeat same texture over to keep a good resolution.All are separated in UV map.Just a skylight (vertical) and torch.
I tried with a gray texture and plane normal map in case i had an error on mine,same strange lighting result.
Only way to avoir it actually seems to keep hexagonal as one part in uv map.
Just tought that i may try it puttin each vertex manually to check as there is symetrie.
Another thing on stair
Strange as when you get far from side angle it doesn t ligth anymore correctly..should i ad more poly to correct this...?
Edit:well i divided all those long part by 3
and now it seems correct..I understand more why the use of l1/l2 on big object is so usefull...as you can t keep big object simple cause of lighting issue..
Corrected to the hexagonal up part,but it feel really symetrical now.
- rjshae aime ceci
#48
Posté 22 février 2015 - 08:26
As you seem to have learned, lighting is on a polygon by polygon level. So if you have very large polygons, you'll see strange lighting, and you'll need to divide them.
#49
Posté 07 mars 2015 - 11:12
#50
Posté 02 avril 2015 - 08:52
Not so much news atm,was more on a mapping trip.
Btw i ve just remade one part i was unhappy for a better normal rendering and simulating a chamfer on the edge without using poly
May be some scratch to add later,will see.
Btw if someone has a tutorial about animating door,i need to start to have a look on animation.
- rjshae aime ceci





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