Modelling question
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Modelling question
I've been making VFX's for my own sp module. Got my spectacles working alright, and got my circlets working...
EXCEPT, the circlets appear a little 'off' in game.... instead of the nice gold texture, they appear kind of greenish (until I tab-highlight the character, then they appear normally).
I checked through the module in 3dsmax, and it appears that the model's auroratrimesh has the "overide materials" box checked. I unchecked it, exported, and checked it out in game.... no change. I reloaded the model into a reset 3ds scene.... and the trimesh is still checked on. I cannot get it to not stay unchecked.
Tweaking the ambient/diffuse colors to white (from grey) helps a great deal, but I want to see the model without the overrides.... is that possible or am I stuck with the trimesh modifier being on permanently?
EXCEPT, the circlets appear a little 'off' in game.... instead of the nice gold texture, they appear kind of greenish (until I tab-highlight the character, then they appear normally).
I checked through the module in 3dsmax, and it appears that the model's auroratrimesh has the "overide materials" box checked. I unchecked it, exported, and checked it out in game.... no change. I reloaded the model into a reset 3ds scene.... and the trimesh is still checked on. I cannot get it to not stay unchecked.
Tweaking the ambient/diffuse colors to white (from grey) helps a great deal, but I want to see the model without the overrides.... is that possible or am I stuck with the trimesh modifier being on permanently?
MannyJabrielle- Ludicrous Level
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Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Re: Modelling question
I think because the Aurora engine does use model trimesh, it's a requirement for any NWN model.
I pretty much always use full white ambient & diffuse so that it's more likely that the actual texture colors are what show in-game.
Does your gold texture have an alpha layer for controlling shininess? If so, that might be causing a problem since VFXs use that layer for transparency rather than shininess.
I pretty much always use full white ambient & diffuse so that it's more likely that the actual texture colors are what show in-game.
Does your gold texture have an alpha layer for controlling shininess? If so, that might be causing a problem since VFXs use that layer for transparency rather than shininess.
Re: Modelling question
That it did. Removing the alpha helped a good bit. It still kind of loses the detail of the texture in-game, but the detail is very faint differences in gold to goldish-white shades anyway
Thanks
Now to figure out how to do colored lenses for my glasses.... I'm using one of the stock nwn fog textures, and it works GREAT for transparent lenses (transparent, but you can still tell they are there).... just no fancy colored lenses like here in Aenea.
Thanks
Now to figure out how to do colored lenses for my glasses.... I'm using one of the stock nwn fog textures, and it works GREAT for transparent lenses (transparent, but you can still tell they are there).... just no fancy colored lenses like here in Aenea.
MannyJabrielle- Ludicrous Level
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Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Re: Modelling question
Trying out a new texture, one without any alphas on it, and the trimesh override set to white for ambient and diffuse Virtually no change in appearance when tab-highlighted *happy dance*
(emerald gem version of my ornate headband.... comes in ruby/sapphire/emerald like aenea headbands, but I also have a diamond variation. No silver headbands as of yet... haven't found a decent silver texture I like yet, and for my SP module, may not even need them... five headbands is a lot of variation as-is.... although I may upload a full set of gold and silver headbands to the vault)
MannyJabrielle- Ludicrous Level
- . :
Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Re: Modelling question
Looking nice, MannyJabrielle.
For my lenses, I use the textures from my tenser's floating disc spell/creature.
For my lenses, I use the textures from my tenser's floating disc spell/creature.
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