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-   -   Meta2tr update. (https://www.tombraiderforums.com/showthread.php?t=135733)

psiko 07-08-18 09:44

Glad you solved :)
About your question, manual coloring can affect number of vertices using meta2tr. If vertices are welded, and later you color them, with vertices option, no problem. But if you color the FACES, that is the whole polygon at once, this likely will create those multiple colored vertices on next polygons. That's what probably you did coloring sides of those plants pollygons differently :)

Titak 07-08-18 11:59

Ah, yes, I did colour the polygons in some cases.
That's a lot quicker than clicking on every vertex...

The lighting on the plants is acceptable now.
So I don't think I'll need to manually adjust it anymore.
And in case I do want to change it in some places, I'll make sure to go the slow way and click on each vertex. :D

This is for my One Room level, hence the struggle to keep it within limits but also detailed at the same time. :D

A_De 07-08-18 15:25

Quote:

Originally Posted by psiko (Post 7943818)
Glad you solved :)
About your question, manual coloring can affect number of vertices using meta2tr. If vertices are welded, and later you color them, with vertices option, no problem. But if you color the FACES, that is the whole polygon at once, this likely will create those multiple colored vertices on next polygons. That's what probably you did coloring sides of those plants pollygons differently :)

What? :confused:
Omg, so there is no way to trick the engine :o
Looks like this is the same thing like that which happens when you split faces in meta to make so-called "hard edges" or separated normals for adjacent faces :ponder:

Joey79100 07-08-18 15:55

^
By the looks of it, it's exactly what happens actually. :ponder:

teme9 11-08-18 19:56

Quote:

Originally Posted by A_De (Post 7944059)
What? :confused:
Omg, so there is no way to trick the engine :o
Looks like this is the same thing like that which happens when you split faces in meta to make so-called "hard edges" or separated normals for adjacent faces :ponder:

Vertex can only have one normal. Using hard edges basically "mimics"(in lack of better word/explanation) of two separate vertices to create that hard edge thus creating additional vertices even though they're connected to each other. :D Here's a picture to clarify it a bit: http://wiki.polycount.com/w/images/e...Soft_doc-3.png

A_De 12-08-18 05:25

^ Yes, I'm aware of that thing, thanks :)
Guess you used this trick for making emeralds for your Frozen Throne? :D
I'm using this method too, mostly to make movable items to have proper lighting, i.e. pushable blocks. This method suitable only for low-polys because it increases vertex count.
And seems that metasequoia does split vertices automaticly when applying the polygon/apex lighting.

teme9 12-08-18 08:24

Quote:

Originally Posted by A_De (Post 7947858)
^ Yes, I'm aware of that thing, thanks :)
Guess you used this trick for making emeralds for your Frozen Throne? :D
I'm using this method too, mostly to make movable items to have proper lighting, i.e. pushable blocks. This method suitable only for low-polys because it increases vertex count.
And seems that metasequoia does split vertices automaticly when applying the polygon/apex lighting.

Correct! :D I used this with the emeralds. Sadly there are downsides to this method like the increased vertex count and vertices getting separated from each other by the water waving effect (especially if you're under water).

But it really is worth it if you're using dynamic lighting on objects. Editing normals for the meshes can create a huge difference! Especially with grass/foliage :D

Also one less used/talked method is to use area weighted normals for the meshes: http://wiki.polycount.com/w/images/5/59/Wnormals.png

It really makes things look better if you're using small bevels for edges :D

LoreRaider 21-08-18 10:12

Is it possible to have the wave water effect in horizon meshes? I did followed the tutorial about changing the weight of the verticles at 0.10 or 0.30, but in game they don't move :/
Perhaps this works only on room geometry and objects merged into the room? :ponder:

Titak 21-08-18 14:36

It only works on roomgeometry as far as I know.

Like shine, which only works on animating objects and not on roomgeometry, unfortunately...

LoreRaider 09-09-18 12:07

^ I imagined that :o (btw I've forgot to reply :vlol: )

I have another problem, I'm following the tutorial for moving the leaves in my level (simulating the waves effect) so I select every verticle of the objects that I want to have the effect, and put 0.10, or 0.30, but when I import the Roomall.mqo file back, that effect doesn't work in game, the objects are merged into the geometry with the MapMergelist.txt file, so I guess it's not that the issue
Someone had this problem tho? Either 3.1 and 4 versions have this problem on my laptop :o
Here's the tutorial I've been talking about: http://www.tombraiderforums.com/showthread.php?t=196545
P.S. I'm not using the "New_plant" object tip, because that's for being faster on apply the effect on them


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