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Houses, huts, buildings?


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25 réponses à ce sujet

#1
johnbgardner

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Has anyone figured out how to create a building yet?  Do you do it in the level or area editor?  And does anyone know what models are available?

#2
Adinos

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Are you talking about house interiors, or adding houses in outdoor areas? In both cases you do this in the level editor, just in different ways.



As for what models are available, look in the Wiki, or grab my model browser here: http://social.biowar...oject/41/#files, select File->"Browse Models",and pick the "structures" group. Then just use Ctrl->Right and Ctrl->Left to browse through the models.

#3
ixobelle

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there's a partial list of the models (and what they look like) here, on the wiki:

http://social.biowar....php/Model_list

In particular, the Fereldan_human_exterior set (http://social.biowar..._human_exterior) has some intgeresting lego blocks with textures on each side.

Posted Image

Posted Image

depending on how these were rotated, they will give the illusion of 'fitting together' to form an outside texture of a hut, etc. slap a roof on top, that's kablammo! -_-

Modifié par ixobelle, 10 novembre 2009 - 11:04 .


#4
johnbgardner

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I had seen these models and was wondering why they were textured on all sides. I see now how they can be put together to form a house. Thanks. I assume you have to manually put in a door frame in order to place a door to the interior?

#5
Ranlas

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The door frame should already exist as part of the model. Doors are like placeables that have special snap points. See http://social.biowar...tions_via_doors for a bit more detail.

#6
Zengrath

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Wow i didn't know there was a model viewer already!! This is something i been looking for... where do people find these things?? Anyone start up any good fansites with a collection of tools/mods and so on yet for this game?

#7
Zengrath

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EDIT: Sorry double post, didn't apear first time.

Modifié par Zengrath, 10 novembre 2009 - 11:53 .


#8
ixobelle

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johnbgardner wrote...

I had seen these models and was wondering why they were textured on all sides. I see now how they can be put together to form a house. Thanks. I assume you have to manually put in a door frame in order to place a door to the interior?


yeah, i think there are actually door frame untis that can be slapped anywhere. if you look at area ost101d (102d?) it's a littel swamp area with a structure made out of these, and the door frame is just slapped on the side of one of these legos.

to be honest, I've been working on an internal room myself that is taking way too long. getting to the outdoor area is still in the distance for me.

#9
johnbgardner

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I've been playing around with the models, mostly the fhe ones, and it's very hard to create anything decent looking, what with all the slapdash planks and mortar splashes on every side. The door frames can be placed anywhere, but don't look right as wooden planks interfere. The fhi ones for walls don't have the planks and such, but most often don't fit together very well, and it's almost impossible to put a roof on them that looks decent. If you look real closely at the cottages (cotta, cottb, etc.), they are apparently grouped from the various other blocks and the overlaps look terrible, i.e. roofs are part planks part thatch, chimneys coming out of the middle of the roof, doorframes with partial planks intersecting, argh. The slum houses I wouldn't let my dog sleep in. Almost everything in the redcliff sections presupposes the houses are built on cliffs with stilts everywhere. I suppose I was somewhat spoiled by the NWN2 toolset which at least had prebuilt shops, housees, blacksmiths, temples, etc. that gave the illusion of a bit of variety and one didn't have to do much in the way of "building" a house. I guess what I'm complaining about with this toolset is the lack of basic building blocks that "snap" together properly like an exterior blank wall, one with a window, one with a door, one with some cracks, roofs that fit over the blocks properly instead of being too long/short. Maybe in a month or so there will be CC for that, but until then creating a village from scratch looks to be impossible with the assets we have.

Modifié par johnbgardner, 11 novembre 2009 - 04:53 .


#10
Quaxo

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fhi are interior pieces, they weren't meant to fit with the external roof, that's why they don't look right

#11
ixobelle

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yeah, i know what you're saying.... if you look closely, you notice the mismatches, but honestly I don't think people do really look that closely. I think they just realized this and said fuggit.



When you're building an interior, you take great pains to make sure seams line up in ceiling tiles, etc, but people never even look upwards, and if they do it's fo ra reason, and not to inspect the ceiling tiles.

#12
RaZoRShArP20

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The NWN2 toolset was a bit f a spoiler.



think it all comes down to planning your level, building the blocks is i think mostly done when in corridors or buildings you pass by that do not need a lot of detail .

In the FHE folder there are some other houses if i remember correctly, those are the ones you need in the middle of a town, i used the blocks at the outskirts where the backside of the houde can be obscured by tree's ad stuff like that or are unaccessable by the player.



Just like many models that do not have a backside on them .



i do agree that the complete house and house building blocks are a bot illogical when placing the door but hey what you gonna do about it .



Also the Redcliff models do not make a bit of sense, not in game and not in toolset.

use the FHE and all will be well .

Or make your own house model.... that would be the best option .

I am just a bit dissapointed when it comes to wall sections that fit eachother.. or the nice rounded small walls that NWN2 had .


#13
Adinos

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The good new is that it should very soon be possible to create new houses or modify the existing ones (lke removing the stilts from the Redcliff houses and lowering them to ground level).

This will just require a model export/import tool and a 3D program, and while we still have a number of things to figure out regarding animated models, static models (like houses) should be pretty easy to handle.

Modifié par Adinos, 11 novembre 2009 - 11:32 .


#14
MC_Digital_Gee

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On building houses. Is it possible to construct a house (building), group and save it then use the said completed structure in any level you create? i.e build your own database for use in a module.




#15
johnbgardner

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Saving a completed house is definitely something I want to figure out. If someone figures out how, please post.

#16
Eidolonn

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Back in the NWN days, I created a mod that had tons of different pieces (all placeables) to buildings: straight walls, curved walls, blocks, rooftops, etc. Each model had approximately 30 different skins. The end product provided tons of variety and there were minimal limitations on what you could build. I actually used it to create a tower that extended far into the sky, well beyond the field of view.

It seems that DA:O has provided that in the toolset with these building blocks. It should prove to be very easy to reskin to provide countless options of structures. I'll look forward to what can be produced and look forward to producing these on my own as well.

Modifié par Eidolonn, 11 novembre 2009 - 02:43 .


#17
Martin E

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How well does the building assembly kit work ?

looks quite interesting.

My particular interest is in doing some new building models - and providing a new kit-of-parts with provide quite a bit of flexibility. I did something similar with the design for the TNO castle tileset in Wyvern Crown of Cormyr for NWN1.

Martin

Modifié par Martin E, 11 novembre 2009 - 03:18 .


#18
Eidolonn

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It's tricky to stack, especially when you have very tall walls. You have to line them up just right. But copy/paste works VERY nice as long as you don't move the mouse.



Gosh... I don't even know if I could locate the mod. It was sooooooooo long ago. It was an ongoing work in progress that we used for our persistent world, so it never made it onto nwvault.


#19
Eidolonn

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They *may* or *may not* be in the HAK paks we had for our PW. Do a search on NWVault for "Sojourney" and "TORIL."

If it was anywhere, I think it would be here:
http://nwvault.ign.c....Detail&id=2901
or here:
http://nwvault.ign.c....Detail&id=3684

If not, try looking in the SOJ_Tileset 1, SOJ_Tileset 2, SOJ_Tileset 3 HAKs. They would be placeables. I am not sure if they are even in these packs however, or even if they are, what state they were in at the time.

Here is some other stuff I was working on that never made it to fruition.  The castle in the Everlund tileset I was building in was so damn awesome in game.  I wish I would have completed it.  There is a screen shot: http://nwvault.ign.c...ge.php?id=36299

Other screenies of the tileset are here:
http://nwvault.ign.c....Detail&id=1329



All D&D skills in the game:
http://nwvault.ign.c....Detail&id=1606


Whoah.  2003....  that seems like an eternity ago.  Major flashbacks coming on.

Modifié par Eidolonn, 11 novembre 2009 - 04:36 .


#20
johnbgardner

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Well, I've figured out some more. 
1. To make a group, simply select the set of objects you wish to make a group and go to File->Grouping->Make Group of Selected.
2.  Alternatively, you can right-click in the Terrain Mesh or Scratch Area and select New Group, and drag the objects into the folder.  Either way works.
3.  I've built a couple of Rural Houses by doing the following:
   a.  Build the basic form using the fhe-mid units to the desired basic structure. 
   b.  Create a Wall using the fti-upperboard(a,b,c).  Flip the board to a vertical position and stack 8 of them one on top of each other.  This creates a "clapboard" unit 4.0m high which efficiently covers most of the mid units.  Make a group out of this unit so you can copy/paste it where you want.  Paste over all the ugly sections.  You may need to place a few boards manually depending on your structure.  With practice, one should be able to make the right-size group of planks for any structure.
  c. Use either the fhe-roofpl or fhe-rooftht (plank or thatch) pieces to roof over your structure.
  d. Add the fhe-wins and fhe-winl units as desired.
  e. Add a doorframe (fhe-doorfrs).
  f.  Customize as desired with anything else that strikes your fancy.

Hope this helps.

#21
indio

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Nice work.



I've only just started playing with interiors having finally got some exteriors loaded into the player client (minus lighting, of course).



I'm seriously tempted to await the work of an industrious template builder for interiors.

#22
johnbgardner

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Additional note: the prp-woodplank set can also be used for a more rustic effect.

#23
Driggan

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Yeah, as of yet the building blocks are bit difficult to figure out. Since playing around with the toolset has more or less destroyed my DAO savegame (yes, I tried the Single Player renaming thing, override deletes, etc, and not everything was fixed) I've decided I'll just play the game through before messing around with the toolset.



With any luck, that'll give time for devs / builders to put out some more tutorials and such. Templates would be a nice plus as well.

#24
Evil Nico

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Thx , this was a nice post. I added it to my bookmarks.

My Question is:

Is there any burned down house,huts,buildings? Some kind of building that are in ruins?
I cant find any models of that!? :crying:

Lets say I want to make a burned down village? I dont want the huts looking good. Its been a battle in the VILLAGE, not a Hobbit birthdayparty!! :D

What shall I do?:huh:

#25
Adinos

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There are a few ruined buildings, like this one: Posted Image



Just grab my model browser and look through the various structure categories - you should find something usable.