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Odd shadow anomaly on some placeables


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#1
ColorsFade

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No idea what's causing this. Tried adjusting some variables on the placeables themselves, to no effect. Deleted and replaced, same issue. Examples: 

 

This first one is a short wall with door placeable. The walls come out really dark (they didn't used to be this way). If I turn on area lighting, I get the second picture. I've checked light sources to see if there is something weird but can't find anything. No more than four light spheres are touching any tiles. 

 

23263654293_c69f85fe6c_c.jpg

 

23263648663_fd0515cd15_c.jpg

 

Here's another example: a well in the middle of town. The shadows are all off, making the top edges dark. I checked under the area for a rogue light source, and counted all light sources in the area (and manually examined every one). There's no hidden light source, no rogue lights. 

 

23782129442_5599286c9e_c.jpg

 

Some crate placeables and a couple others also suffer from this, in the same area: 

 

23262260354_b984f3bca1_c.jpg

 

I assume there has to be some sort of file in my override causing this, but unsure what it could be. 

 

Any ideas?

 

 

 



#2
ColorsFade

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I renamed my override so the toolset wouldn't pick it up, and the shadows revert to normal: 

 

23864689046_c9414bb602_c.jpg

 

23782468412_07a6708bc0_c.jpg

 

So has anyone else experienced this? Know which files could cause this? I hate the idea of having to go through my override one directory at a time to try and isolate this bugger... 



#3
kamal_

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Placeables have different shadow casting options in their properties, such as not casting a shadow or casting only from point light sources. Do you have copies of the placeables in the override? They might have different shadow properties than the ones in your area.

#4
ColorsFade

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Placeables have different shadow casting options in their properties, such as not casting a shadow or casting only from point light sources. Do you have copies of the placeables in the override? They might have different shadow properties than the ones in your area.

 

I can't find any copies yet. Still looking.For instance, the first one I tried to check was the well. 

 

What kind of file extension should I be looking for kamal_? Is that going to be in an MDB or a UTP?



#5
kamal_

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It could be either, as the model can probably be set with shadowing option, and I know the object when it's in the gameworld can have shadow properties set for it.

#6
ColorsFade

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Well, so far I've narrowed it down to PJ's placeables. Fortunately, he's put everything in sub-folders, so I'm going through and adding folders, firing up the toolset, and seeing which one causes it. Will keep you posted. 



#7
ColorsFade

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Narrowed it down to something in here... 

 

23786704322_51e97b623d.jpg

 

Not sure the exact folder or file yet that is causing the issue. Will do these one-by-one and see if I can figure it out. 



#8
ColorsFade

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narrowed down: something in the RDS Purgatory set. 

 

Question: how could one of those items cause that shadow issue?



#9
ColorsFade

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Have it really narrowed down now. only a handful of files can be the culprit. Hoping for a solid answer shortly. 



#10
kamal_

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Now that I'm home and can get a better look at the pictures, that's probably not a shadow error but a texture problem. It looks like that bit of texture is a single texture being applied twice, causing things to be dark. IIRC that can happen when the tint colors for the object are set to gray and the tint map for the object is a copy of the regular texture, this causes the tint applied to be exactly the same color as the regular texture.



#11
ColorsFade

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I found the file in question: plc_bc_slum01_n.DDS

 

For whatever reason, having that file in my override causes some placeables to have that darkened look. 

 

I've removed it, and will build without it (not sure I was using it anywhere to being with; don't think I was). 



#12
kamal_

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I found the file in question: plc_bc_slum01_n.DDS

 

For whatever reason, having that file in my override causes some placeables to have that darkened look. 

 

I've removed it, and will build without it (not sure I was using it anywhere to being with; don't think I was). 

If you open it up, does it look like a normal texture or is it the blue/clear of the usual normal map?


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#13
ColorsFade

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If you open it up, does it look like a normal texture or is it the blue/clear of the usual normal map?

 

Open it up with what? 



#14
kamal_

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Open it up with what? 

It's a texture file (basically a picture), you can open it with paint.net, or gimp, or probably any image editing program except Windows built in Paint.

 

The _n in the suffix of the filename indicates that it is a normal map (_n is just a naming convention nwn2 uses). The normal map handles the "bumpiness" of objects, so a crate looks like it has bumps and bolts and nail marks instead of being the perfect cube it actually is. The normal map is made from the regular texture of the object (gimp has a built in tool to do it), and in nwn2 the normal maps are either mostly clear or mostly blue-ish/purple-ish,

 

Here is a typical normal map, I made it for the cliffs stuff using the built in gimp tool. normal_sample.jpg



#15
ColorsFade

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So when I open it in Paint.NET, this is what I see: 

 

23540840019_3f53a77dd3_c.jpg

 

And that's not the half of it. As you zoom in, there are tiny little blue squares in various spaces. 

 

I'm guessing it's not supposed to look that way. 

 

No matter, removing it has fixed everything. If it were an awesome wizard tower I wanted to use or something, I'd try and find a way to fix it :)



#16
rjshae

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^^^ Your image looks that way because NWN2 uses the alpha transparency of the normal map to compute the specular lighting of an object. If you strip out the alpha layer, then you'd see the unmodified normal map.

 

It could be that the replacement normal map was oriented the wrong way. I've seen that mess up the look of objects because the game engine ends up using the area's ground light data instead of the sky light, &c.



#17
PJ156

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Apologies CF I know what the problem is and you have found it.

 

All of your problem models use the same texture. That is the wooden texture that is also used for the slum dwellings. RDS purgatory overwrote that stock texture to create a different look for the slum buildings.

 

You have done the right thing to fix this by deleting the texture or, as you have, just taking rds purgatory out of the override all together, If you really want to use the purgatory models either bring them in one at a time as you need them or you will have to rename all the stock textures they have overwritten and re-associate them with the models. 

 

Personally I think they're too specific to the mod to be missed as a general placeable set.

 

Sorry for the late post I have been doing Christmas stuff :D

 

PJ



#18
ColorsFade

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Apologies CF I know what the problem is and you have found it.

 

All of your problem models use the same texture. That is the wooden texture that is also used for the slum dwellings. RDS purgatory overwrote that stock texture to create a different look for the slum buildings.

 

You have done the right thing to fix this by deleting the texture or, as you have, just taking rds purgatory out of the override all together, If you really want to use the purgatory models either bring them in one at a time as you need them or you will have to rename all the stock textures they have overwritten and re-associate them with the models. 

 

Personally I think they're too specific to the mod to be missed as a general placeable set.

 

Sorry for the late post I have been doing Christmas stuff :D

 

PJ

 

Understand. Thanks for responding!