chevalier
Thu, 23rd Feb '06, 1:27am
Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault (http://nwvault.ign.com). Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
<font size="3" face="Verdana, Arial" color="#cc6600">Adam Brennecke, Programmer</font>
Any 3D UI stuff in NWN2? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=470954&post=4001917&forum=95&highlight=)
Why do you need a 3D GUI? What will you use it for?
Transparency and Alpha (http://nwn2forums.bioware.com//forums/viewpost.html?topic=470821&post=4002006&forum=99&highlight=)
<hr />I've heard complaints about how alpha is handled with certain pixel-shader-based engines, which made me curious about how the issue is being approached with NWN2
So, on a scale of let's say 'UnrealEngine2' to 'Shadow of the Colossus', how well will NWN2 handle alpha sorting? I'm looking at the "Neverwinter Nights 2 Red Dragon - Body" screenshot, and it looks to have some issues with the wings. Have these been resolved, or are we going to see this kind of 'punch-through' in the final build?
Will it be possible to combine transparency maps with shaders, such as normal maps?
Is this: Click Here (http://www.nwn2news.net/modules/xcgal/displayimage.php?album=4&pos=17&pid=459) being rendered in the NWN2 engine, or in max?
I ask because it has an issue with its alphas which greatly resembles the result of forgetting to set "Alpha Source" to "None (Opaque)" in the diffuse slot of max's material dialogue.
There is a visible seam in the hair at the top of the head, which would seem to suggest that alphas can not be used with normals.
That said, there's a screenshot which shows a very low-angle light on a field of grain. Am I right in observing that the grain alphas are being used to cast shadows? That would be so sweet.<hr />The render of the Ogre is from Max. His hair, and his clothing is 'alpha tested' in the game. Basically, this means that each pixel that is rendered with an alpha test is tested with a alpha test function. If the pixel fails the test it's rejected, otherwise the pixel will be drawn.
Yes, you are correct in your observation that alpha tested objects cast correct shadows in game.
<font size="3" face="Verdana, Arial" color="#cc6600">Brian D. Lawson, Programmer</font>
Any 3D UI stuff in NWN2? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=470954&post=4001872&forum=95&highlight=)
F L A T
<font size="3" face="Verdana, Arial" color="#cc6600">Ferret Baudoin, Lead Designer</font>
Current prestige classes fixed? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=470675&post=4001655&forum=98&highlight=)
A lot of times I only have a chance to skim people's posts. I should've read the original message more closely. Because I could've also commented that the Champion of Torm prestige class is being changed to the Divine Champion. Instead you get a separate message from me, which either is joyous or onerous depending on how you look at it.
<font size="3" face="Verdana, Arial" color="#cc6600">Adam Brennecke, Programmer</font>
Any 3D UI stuff in NWN2? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=470954&post=4001917&forum=95&highlight=)
Why do you need a 3D GUI? What will you use it for?
Transparency and Alpha (http://nwn2forums.bioware.com//forums/viewpost.html?topic=470821&post=4002006&forum=99&highlight=)
<hr />I've heard complaints about how alpha is handled with certain pixel-shader-based engines, which made me curious about how the issue is being approached with NWN2
So, on a scale of let's say 'UnrealEngine2' to 'Shadow of the Colossus', how well will NWN2 handle alpha sorting? I'm looking at the "Neverwinter Nights 2 Red Dragon - Body" screenshot, and it looks to have some issues with the wings. Have these been resolved, or are we going to see this kind of 'punch-through' in the final build?
Will it be possible to combine transparency maps with shaders, such as normal maps?
Is this: Click Here (http://www.nwn2news.net/modules/xcgal/displayimage.php?album=4&pos=17&pid=459) being rendered in the NWN2 engine, or in max?
I ask because it has an issue with its alphas which greatly resembles the result of forgetting to set "Alpha Source" to "None (Opaque)" in the diffuse slot of max's material dialogue.
There is a visible seam in the hair at the top of the head, which would seem to suggest that alphas can not be used with normals.
That said, there's a screenshot which shows a very low-angle light on a field of grain. Am I right in observing that the grain alphas are being used to cast shadows? That would be so sweet.<hr />The render of the Ogre is from Max. His hair, and his clothing is 'alpha tested' in the game. Basically, this means that each pixel that is rendered with an alpha test is tested with a alpha test function. If the pixel fails the test it's rejected, otherwise the pixel will be drawn.
Yes, you are correct in your observation that alpha tested objects cast correct shadows in game.
<font size="3" face="Verdana, Arial" color="#cc6600">Brian D. Lawson, Programmer</font>
Any 3D UI stuff in NWN2? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=470954&post=4001872&forum=95&highlight=)
F L A T
<font size="3" face="Verdana, Arial" color="#cc6600">Ferret Baudoin, Lead Designer</font>
Current prestige classes fixed? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=470675&post=4001655&forum=98&highlight=)
A lot of times I only have a chance to skim people's posts. I should've read the original message more closely. Because I could've also commented that the Champion of Torm prestige class is being changed to the Divine Champion. Instead you get a separate message from me, which either is joyous or onerous depending on how you look at it.