The official Obsidian video tutorials demonstrate how to make an animated door:
http://neverwinterva...lugin-tutorials
The official Obsidian video tutorials demonstrate how to make an animated door:
http://neverwinterva...lugin-tutorials
The boulders look pretty decent, texture-wise, but yes it would probably work better for a talus field with a somewhat lower gradient. We get quite a few of those in the mountain areas of the Pacific Northwest; during winter they become avalanche slopes.
Reworking another cliff texture atm.
Here it s mostly a try about specular as sculpting the normal is far to be ended.
As i want to use it on both terrain and plc,i need to find the material value obsidian use for terrain to have the same for my plc on the specular so it has continuity.
I need to upload few thing i made reusing mostly tupoun city hack texture and some i made myself.
A mine pit(who was waiting unended for a long time),some mine tool(reused the original showel with less polygon as it was far to be optimised and different texture),interior windows(to have the hand on location outside the tile) and some pike and a simple guardtower with walkmesh running trough the ladder..(well you move on it very quickly but i prefer than a click/teleport to go up)
Those a nice models. would be good to have them ![]()
PJ
I just need to redo the file with the city hak texture as they were already on the pw hack i made it for (for people not using tupoun hack).Will do this in the next day.
The mine pit looks really nice, Nagual. Good additions.
While bevels can add a lot to the appearance, they do tend to result in a much higher poly count. Are you adding non-bevelled LoD parts, per chance?
I'm pretty sure it doesn't actually have a bevel in the final version. It's a hard edge, with an illusion of a bevel created by the normal map.
yes no bevel,the shape is still the same than on the first screen.It s a little bit tricky to do and sometime i have a line that appear on some other model.It has a lot to do with the box you use to limit the ray that calculate the nrm in x normal.I m still a little bit in the fog when doing it even if now i get better result.
http://www.google.fr...AhUCRxoKHcl8Ch0
I'm pretty sure it doesn't actually have a bevel in the final version. It's a hard edge, with an illusion of a bevel created by the normal map.
Aye, okay. Paid for by having to load more custom texture files into memory.
Aye, okay. Paid for by having to load more custom texture files into memory.
It's nothing to be paid for, or any additional burden than any standard model with the same size textures. It's a standard normal map, just like the ones in the OC. It's just better-made.
Yes,that texture can t be reused for anything with a different shape.
As if i wana do a group of seamless rock plc,i will have to do one texture per rock.(but i can turn the rock in all direction and it will show clean,so you can reuse it a lot)
Btw in 2015 most card handle this easily.Still depending what else you have on the map.
I think main problem in nwn 2 is more on polygon count btw,as you don t have the hand on terrain to erase the one not seen (under a batiment in a city for example) and as there is no LOD for terrain.(all new engine have that option,in the distance 4 square become 1 ect..it s called tesselation i think)
It came very interesting for caracter as you can do seamless armor/body ect.
I wouldn't worry about that. Almost all of the stock resources in NWN2 have their own unique maps for diffuse, normal, and tint.
OTOH, I've found there's a fair amount of texture re-use on objects such as building sets. The guard tower texture, for example, appears in a number of models. Likewise, the various walls and fences make extensive use of the same textures.
For the most part I've been trying to stick with 512x512 texture files where possible for unique objects, and using larger textures on related groups of objects (like the tudor-style houses in CSP2). Otherwise the collection can start to bloat up pretty quickly. (I provide a double resolution texture package for people who want higher res placeables.)
*shrug* Some would matter that the size isn't an issue any more. But for me it sure does matter when you're waiting for ages to download a massive hakpack.
Yes, there is significant reuse in buildings, and the BCK set used a similar approach. I would advise caution in that approach, since its attempt to maximise the efficiency is the reason for that set's problems with noticeable seams where the texture repeats, and similar problems in certain tilesets (such as the tomb tileset with the dirt coming out of the walls), caused by the dynamic resizing of the normal maps where the UV coordinates occur on seams directly between two differing textures. (Not a problem when the object is actually using two differing textures, but when the texture is trying to repeat.)
Think i extracted all file from our hack (made this around may and i didn t keep file) but haven t rechecked IG.Tell me if something miss/don t appear correctly.
2DA line are 3971 to 3996
Appearance usually start with NAG_PLC or PLC_NAG.
Yes, there is significant reuse in buildings, and the BCK set used a similar approach. I would advise caution in that approach, since its attempt to maximise the efficiency is the reason for that set's problems with noticeable seams where the texture repeats, and similar problems in certain tilesets (such as the tomb tileset with the dirt coming out of the walls), caused by the dynamic resizing of the normal maps where the UV coordinates occur on seams directly between two differing textures. (Not a problem when the object is actually using two differing textures, but when the texture is trying to repeat.)
Yes, I usually need to inset the UV mapping from the borders of a particular texture type (of a combined texture file) in order to avoid the rendered display from spilling into an adjacent textures (when viewed from a distance). I was guessing it's a rounding issue when the UV maps are being applied to the different mipmaps at different distances.
Yes, I usually need to inset the UV mapping from the borders of a particular texture type (of a combined texture file) in order to avoid the rendered display from spilling into an adjacent textures (when viewed from a distance). I was guessing it's a rounding issue when the UV maps are being applied to the different mipmaps at different distances.
My guess is that it's an artifact of the automatic antialiasing applied to the mipmaps when they're reduced from the original size at the moment of their creation. Edges blur when images are reduced, and when they're right next to each other, they blend a bit into each other. Insetting them like you say should avoid it.
https://www.dropbox...._window.7z?dl=0
Think i extracted all file from our hack (made this around may and i didn t keep file) but haven t rechecked IG.Tell me if something miss/don t appear correctly.
Will test!
I forgot to tell about the mine pit.
You need to do a hexagonal hole on ground with 2 square by side.If i remember correctly i put a height of -30 so nothing goes trough the pit wall.(it need to be perfectly centered)
It s made of 4 part:The pit-the wood structure-the "bridge" who is walkable-a vertical rope so you can use it to teleport to interior map.
Personally i use some blackcloud effect at the botom.
Edit:i forgot the black texture...i maj this soon.
edit 2 here it is
https://www.dropbox...._window.7z?dl=0
Those are ground textures? They are really good, better and more foreboding than the stock ones for cliff/rock.
I would use them for ground and may be some plc but as this one have some kind of direction it may be tricky as the direction wont be the same depending where the plc is placed next to ground.
It s made with sculpting tecchnic for the rocky one and better rez too,thing obsidian couldn't do at the time they made the game.I will go for 1024x1024,seems fine in 2015.
2048 is to much for the game,toons feel too poored textured after.
Maybe i should try to have same color as original obsidian texture so you can use the in override without changing ambiant color feeling of map already made.
Edit:with a little bit more work