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Author Topic: [SOLVED] Ground effects question  (Read 2409 times)

Mjollna

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[SOLVED] Ground effects question
« on: October 10, 2011, 10:56:24 pm »
Hello <!-- s:) -->:)<!-- s:) -->

I have a question about ground effects (nodxt/texture effect)...
I'm trying to create my own version of ED Canyon (yeah I know, not quite original, but I want to do it anyway <!-- s:) -->:)<!-- s:) --> ), and I've run into a problem (?) regarding ground effects.

On untouched Blizzard texturing, it seems that it is possible to get several texture effects on a single chunk.
Here's an example of it :
- ingame :

- in Noggit :

As you can see, the clovers that are linked to the dark grass texture meet the rocks attached to the dirt texture. On the second screenshot you can see the chunk limits.

However, when I edit the textures with Noggit (104 and beta), then only the ground effects attached to the base layer show ingame where I edited.
Here's an example of that behaviour :

On one chunk, it's the grass I've set as "no alpha/base" one, so the clovers show everywhere, but no rocks where I've painted a quick dirt surface over it.
On the other one it's the contrary, dirt as base means I only have rocks showing up and no clovers.

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Here's what I've tried as workaround/investigating :

- MTEX has only 4 textures. Not more, no duplicates, so everything seems alright there.

- EffectIDS are correctly set in the adt in Taliis Textures menu (which also shows 4 textures as it should be). GroundEffectTexture.dbc is ok, or the ground effects wouldn't show anywhere in the adt.

- MCLY seems to be ok. I think I checked on 5 different attempts/edits if the ground effects were set properly. When I paint with a texture that is already on the chunk, the IDs don't seem to change, and they're ok. If it's a new texture that wasn't before on the adt, then it looks like the ground effect ID is set to 0. However, I've then tried to change the EffectID for all textures in Taliis to 0 in textures menu, save, close, re-open in Taliis, re-change it to the correct values, save. Then the IDs seemed right on every chunk, but it still didn't help.
I've also tried to set the IDs manually in 010 Editor + template, but of course, same kind of operation = same result, i.e ground effects from base layer only appear ingame.
So would the problem be somewhere else ?

- With Taliis I've tried texture exporting, more or less playing with png, re-importing... without obtaining the desired effect.

- Various tests with MCNK editor in Taliis.

- I've also tried to change the map I was working on, for one that has absolutely no Blizz texturing (creation from scratch) and I had the same problem after attaching 3 different ground effects to 3 of the 4 textures I had in the adt. And since I had imported the textures from png on that map, I really had exactly the same ground effects on the whole adt, and it didn't look good at all. The opacity/alpha of layers above didn't seem to have any effect at all on the amount of ground effects coming from the base texture.

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The only workaround I'm thinking about at the moment would be to duplicate the base texture under a new name, attach the main ground effect I'd like on a particular chunk to it, and finally swap it on every chunk where needed, but it doesn't really solves the problem (and it's not really a "clean" solution).
--> Edit : or just change the texture effect id on the base texture. Better & simpler I guess.

This time I'm really out of ideas... and I have a strong feeling that I'm not looking in the right direction or that I missed something. So if someone has a hint that would be absolutely great :)

Thank you very much ! And thx to Vel for trying to help on the chatbox today.
« Last Edit: February 20, 2019, 04:39:21 pm by Mjollna »

Mjollna

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[SOLVED] Re: Ground effects question
« Reply #1 on: October 29, 2011, 10:56:14 pm »
Yay :)

The latest wiki edit a few days ago (adt page) greatly helped, thanks !
I had to edit the mcnk "ReallyLowQualityTextureingMap" too with some values.

It's a real pain to edit, but at least now I know to solve it.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: [SOLVED] Ground effects question
« Reply #2 on: October 29, 2011, 11:04:31 pm »
Yeah, sorry. I had found that low quality thing earlier but never realized, it would be used for detail doodads, as I never really tried out the documented stuff but took it for granted, that the MCAL chunk would be used for detail doodads as well.

Someone might want to add generation of that low quality thing in Noggit to some todo list or something. Idk.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Mjollna

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Re: [SOLVED] Ground effects question
« Reply #3 on: October 30, 2011, 03:44:55 pm »
It would, indeed, be a really nice feature to have in Noggit.

I added it as "feature request" to the bug tracker.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »