massimilianogoi on 28/10/2009 at 08:00
I am working on the Workbot, the second robot I do. Its pipes makes a defective shadow:
Inline Image:
http://i38.tinypic.com/6ekjkx.jpgNevertheless I have welded perfectly all the vertex.
Some hints?
Ziemanskye on 28/10/2009 at 19:14
It's kind of hard to say since we can't see what's casting the shadow in that picture, but it looks like you're either trying to fix the wrong thing and it's whatever the pipe is attached to that has the problem, or you're missing a face.
You've made sure all the holes are capped and the mesh is fully sealed (and no more niggly little vertices not quite on the corners like before?)
massimilianogoi on 29/10/2009 at 06:24
Yes, here is the temporary mesh (use the robot matlib hosted on the Smesh Bros for the textures):
********
And here is the max file:
********
Very funny thing: it's larger the tim file than the max one.
Ziemanskye on 29/10/2009 at 20:05
Well, I've had a bit of a look at the max file, and it seems you've still got an open border, inside the torso (not that it seems to be bothering the game, in your screenshot at least).
Also, the pipes might not have imported properly, since the max file has some rather odd triangulations (where it has any). Try optimising the ends of the pipes, or least slicing and welding them into little triangles rather than those strange bent polygons.
massimilianogoi on 30/10/2009 at 08:58
Quote Posted by Ziemanskye
Also, the pipes might not have imported properly, since the max file has some rather odd triangulations (where it has any). Try optimising the ends of the pipes, or least slicing and welding them into little triangles rather than those strange bent polygons.
Hmmm... I don't understand... You mean these red ones?
Inline Image:
http://i37.tinypic.com/14j0z9s.jpgThey are already subdivided by triangles. Maybe I have to merge the reds? Could you explicate better, please? :)
Ziemanskye on 30/10/2009 at 18:29
I guess not.
That's not how it appeared when I looked at it.
I know personally I'd want to go in and make that neater (which applies to quite a lot of mesh(es)), but I guess that's not causing it....
Which is unfortunate, because that was all I could think of except for some problem with how it imported - but I didn't check the in game version.
massimilianogoi on 30/11/2009 at 13:04
OK, now I want to create the eyelight with an emitters, a glowing green light I guess, plus some floating bubbles like in the video:
(
http://www.youtube.com/watch?v=9C543B6uJ88) http://www.youtube.com/watch?v=9C543B6uJ88 (second 0:31)
I thought to use this emitter, green tinted, as glowing background of the eye socket:
Inline Image:
http://i47.tinypic.com/2w1vcpw.jpgCould someone tell me the exact name of this cloudy emitter? And tell me a way to have a bubbles emitter that simulates the particles floating, like the one of the video, then kills the particles when they touch the edges of the eyes? (like the Abru's rain that vanishes when touching a solid)
sneaksythiever on 30/11/2009 at 14:56
W o r s h i p p i n g . . .
:wot:
I couldn't do that.
I'm still fighting with DromEd and trying to succeed building ONE fm in thief2. Gosh, you're skilled! d'like to pay you ale :D .
massimilianogoi on 30/11/2009 at 17:08
:laff: Thanks, you're welcome!
If you are interested in the progresses, here is the last video I made (after that I fixed the vertex to have the correct shadow):
(
http://www.youtube.com/watch?v=IOyDZQK80LY)
Ziemanskye on 30/11/2009 at 18:24
I think the particles behind the menus is called "smokey blue soup" or something like that.
As for how to do the other things... I'd just be guessing, it's been a little while and I tend to just play with the emitters until they do what I want.
I believe there are options for making the particles collide with things, and an option amongst them to make them "die" on contact.
As for making them "float", isn't that just making them move in the right direction?
As an effect for use on the robots though, I think you may honestly be better just using a custom animated texture: for the size and the chance of anyone spotting that level of detail it would be a lot of work to do it properly, which most people will never even notice.