[WIPz] Ongoing projects

Post » Fri Dec 31, 2010 3:32 am

Those mushrooms are amazing!

This.
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Jessica Phoenix
 
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Post » Fri Dec 31, 2010 1:43 am

I think the wave effect can be disabled if there is something in front of it(covering it completely) through some technique, maybe through the depth map. Best place to ask, MGE thread.

It doesn't sound to hard to implement.
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Chavala
 
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Post » Thu Dec 30, 2010 12:48 pm

latendresse76: are you familiar with NifSkope? it's easy to add bump maps. Just right click NiTexturingProperty, Texture, then add your maps.

Saint_Jiub: yeah, i'll try to do that.


Mushroom magikk!

http://piclair.com/data/p90kv.jpg
http://piclair.com/data/n8t6f.jpg
http://piclair.com/data/9hs94.jpg
http://piclair.com/data/vqrbt.jpg
http://piclair.com/data/hzqei.jpg

shrooms for Vality's Ascadian Isles Compabilty Mod will be included (the blue shrooms), i'll also try to update my new AI trees to work with this mod a bit better (they're clipping a bit now).
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Samantha hulme
 
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Post » Thu Dec 30, 2010 7:31 pm

my jaw hurts from droping to the floor, there so beautiful, thay could how ever do with a ambient light so actually Amit light. then thay would be perfect
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Ashley Hill
 
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Post » Thu Dec 30, 2010 6:16 pm

i get the nifskope part of it it's making them correctly for MW in Photoshop the ones i have seen are mostly gray scale but not and the navida filter makes them blue transparent

Edit and the glow mapped mushrooms look GREAT i have been toying with glow mapping ingredients
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Darian Ennels
 
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Post » Thu Dec 30, 2010 11:05 pm

i suggest using CrazyBump for creating normal maps, and yeah the nvidia plugin for Photoshop works too, Crazybump is easier and more fun to use. I think there's a trial for it.

Edit:


Vurt's super-easy glowmap tutorial
.

Here's an extremely easy way to add glow, even without extra textures (it'll use your existing texture as a glow map!)

In NifSkope, click the Trishape (in the 3D window) you want to add a glow to. In its Block Details for "NiTexturingProperty", "Has Glow Texture"
click "Yes".

Click "Glow Texture" (its right under), "Source", "Value". Enter the number of your NiSourceTexture and it'll add it as a glow map.

It should look like this: http://piclair.com/data/qo0ms.jpg

A real glow map might look better, but for the purpose of just making something glow in the dark, like plants or whatever, it actually works.
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asako
 
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Post » Thu Dec 30, 2010 11:04 pm

i do it that way but add a NiSourceTexture for the glow map after the base NiSourceTexture.

i figured that one out from a head i that some one made for me, i've been looking in to how you set up bump maps and reflection mapping in nifSkope i am still kind new to the whole mesh editing thing.
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kitten maciver
 
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Post » Thu Dec 30, 2010 3:35 pm

latendresse76: are you familiar with NifSkope? it's easy to add bump maps. Just right click NiTexturingProperty, Texture, then add your maps.

Saint_Jiub: yeah, i'll try to do that.


Mushroom magikk!

http://piclair.com/data/p90kv.jpg
http://piclair.com/data/n8t6f.jpg
http://piclair.com/data/9hs94.jpg
http://piclair.com/data/vqrbt.jpg
http://piclair.com/data/hzqei.jpg

shrooms for Vality's Ascadian Isles Compabilty Mod will be included (the blue shrooms), i'll also try to update my new AI trees to work with this mod a bit better (they're clipping a bit now).


I was on the fence about the mushroom replacer till I saw those lovely, ethereal glowing blue ones. So haunting and lovely. I want those badly :goodjob:
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Shannon Marie Jones
 
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Post » Thu Dec 30, 2010 11:04 pm

Man, can you imagine the hallucinogenic effects those would have after eating them!? lol Amazing!
Vurt, are you making them glow by doing the steps you described in NifSkope? Or are you adding real glow maps to the mushrooms?

Could you make some mushrooms like http://paxarcana.files.wordpress.com/2008/03/glowing_mushrooms.jpg that glow all the way around?
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Iain Lamb
 
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Post » Fri Dec 31, 2010 2:16 am

Vurt - you seem to becoming the landscaper of Vvardenfell

Making the shrooms glow was an excellent idea - I liked what you did with the http://masseffect.wikia.com/wiki/Hanar - oops I mean the Netch.
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Latisha Fry
 
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Post » Thu Dec 30, 2010 2:11 pm

shroom-tastict, and i thought mushrooms in super mario were cool!
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Chica Cheve
 
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Post » Thu Dec 30, 2010 5:38 pm

You should reflect map the standard mushroom flora as well :)
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Roisan Sweeney
 
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Post » Fri Dec 31, 2010 1:29 am

latendresse76: just like AnOldFriend wrote, you can study Painkiller_Rider's mods (see link in AOF's post).

Tes96: that was the first effect i made (in fact inspired by those shrooms), i have an old screen from when i applied it to vality's meshes http://piclair.com/data/1sab2.jpg

i add real glow maps, even bump maps (still experimenting), i'm also using a NiTextureEffect.

Illuminiel: ah yes, the hanar, i should steal those colors maybe..

saint_juib: the ones in the BC region? yes i could do that later :)
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electro_fantics
 
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Post » Thu Dec 30, 2010 6:40 pm

Cool mushrooms. Even though I say that my eyes hurt looking at the lightbulb bright undersides of the one type (the yellow under sided mushrooms). Of course my eyes hurt when I look at anything bright, like walking around during a cloudless day. If I don't wear sunglasses I squint really bad. I blame the nearly sunless winters around where I live that might have the sun come out a handful of times every 1-3 months if its a good year.
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GabiiE Liiziiouz
 
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Post » Thu Dec 30, 2010 7:30 pm

latendresse76: are you familiar with NifSkope? it's easy to add bump maps. Just right click NiTexturingProperty, Texture, then add your maps.

Saint_Jiub: yeah, i'll try to do that.


Mushroom magikk!

http://piclair.com/data/p90kv.jpg
http://piclair.com/data/n8t6f.jpg
http://piclair.com/data/9hs94.jpg
http://piclair.com/data/vqrbt.jpg
http://piclair.com/data/hzqei.jpg

shrooms for Vality's Ascadian Isles Compabilty Mod will be included (the blue shrooms), i'll also try to update my new AI trees to work with this mod a bit better (they're clipping a bit now).

Now, we are talking. :) I was gonna suggest adding patterns to them yesterday but busy with my broken compturer(It is actually 8800gts dropped VSA support. I can't run DOS games anymore. It took some time to figure it wasn't a software issue.). They look amazing. Really, with some placed lights it will perfect. Just like Avatar(natural days, fantasy nights), no, better than Avatar. This is what it should have been all along. :mohawk:
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Kay O'Hara
 
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Post » Fri Dec 31, 2010 1:25 am

I wonder if it would be possible to add a pulsating light, anyone knows of such a resource, or maybe knows of a tutorial that deals with animating lights for MW?

A green variety: http://piclair.com/data/z6z0y.jpg
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elliot mudd
 
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Post » Fri Dec 31, 2010 1:23 am

I wonder if it would be possible to add a pulsating light, anyone knows of such a resource, or maybe knows of a tutorial that deals with animating lights for MW?

A green variety: http://piclair.com/data/z6z0y.jpg

I needed to do some light adjustments yesterday, for the first time in my life. There are flicker slow, flicker fast and pulse options. But you can't customize it beyond that.
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Eileen Müller
 
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Post » Thu Dec 30, 2010 4:55 pm

Do you know of a mesh that uses it, it would go way faster than doing it block by block. Would be interesting to test at least..

I think im going for a more "foresty" look for the shrooms instead of an alien look.

http://piclair.com/data/yqr99.jpg
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Kortniie Dumont
 
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Post » Thu Dec 30, 2010 10:18 pm

i love the green shrooms look can you do a blue in the same style as the green for colder and icier areas, as far as im aware youll have to add lights in the lights tab in the construction set and place them at the trees for pulsating light wich can be colored to what ever colour needed, you could even put the shrooms as lights so you wouldnt have to put the lights in separately
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Dean Ashcroft
 
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Post » Thu Dec 30, 2010 10:21 pm

Like the ice, I've been using Vality's so far, I think I'll replace soon :D

Oh and the netches.... :drool: :bowdown:

Mushrooms look awesome as well, I like how they glow!

But the netches.. :ahhh:
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Wayne Cole
 
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Post » Thu Dec 30, 2010 10:49 pm

speaker-60: i dont know if shrooms goes that well with icier areas really.. they could fit for the greener parts of solstheim though.

i was hoping there was a mesh with a pulse light that i could use.. how do you mean i don't need to put in light separately? i really dont have much experience with the construction set at all..

Chaka: glad you like it :)
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Chris Duncan
 
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Post » Thu Dec 30, 2010 9:05 pm

yer you would have to put the light in seperatly or you could set the shrooms as lights instead of statics, go to the lights tabb in the construction set and create a new light set the model as one or the shrooms and change its colour to fit the color of the glow and set it to pulse theres an option to make it non pick up able wich is important other wise well be able to pick up the shrooms lol. and yer i was thinking the forested areas of solstheim basicly my fav colour is blue hehehe
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Sammygirl500
 
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Post » Thu Dec 30, 2010 10:43 pm

But that won't automatically change the existing, in-game shrooms to shrooms with pulsating lights, unless there's some trick to replace in-game statics with user created lights.

Doing it manually for 800'ish mushrooms isnt an option. That's why i wanted a mesh with a pulse light effect.
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Claire Vaux
 
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Post » Fri Dec 31, 2010 1:23 am

i think there is a way to do such thing with the enhanced editor, ill find out a method for you okay :)
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Georgine Lee
 
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Post » Thu Dec 30, 2010 5:50 pm

That'd be great :) it would really look much better with some projected light.
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Taylor Thompson
 
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