Different CC in different modules within a campaign
#1
Posté 04 septembre 2010 - 11:29
I am doing some minor CC modifications to some of the Oriental BCK. More specifically, I have changed one of the textures used. However, in certain places within the campaign, I would like to use the original texture. It occured to me that haks are attached to modules. So I was thinking that perhaps I could have hak "a" attached to module "a" and hak "b" attached to module "b". Hak "a" would have the original texture and hak "b" would have the same texture (but modified).
Would that work?
#2
Posté 04 septembre 2010 - 11:50
#3
Posté 04 septembre 2010 - 07:37
#4
Posté 05 septembre 2010 - 04:29
#5
Posté 05 septembre 2010 - 10:27
#6
Posté 05 septembre 2010 - 01:09
Morbane wrote...
Good to know - I have been looking at BCK lately - options are always good.
You will love it!
I am making storefronts and homes etc. from the Oriental Set. Looking at the screenies you wouldn't think of it. But a little tinting and re-scaling and I can pretty much able to make any kind of Asian building I want. It is very versatile.
The only limitation I have encountered is things like thatched roofs. As all the roofs are tile (which was widely used in towns and cities) most needs are covered. But many rural houses had thatched roofs. The standard NWN2 stuff looks a bit too Westernized so it doesn't work too well.
However, I think I can get around that by putting down a standard NWN2 thatched house and slapping the Asian architecture (walls, windows, doors) on the outside of it so just the thatched roof of the NWN2 house shows. But I haven't tried it yet.
#7
Posté 05 septembre 2010 - 01:15
#8
Posté 05 septembre 2010 - 02:58
Edit: If I understand correctly, BCK is only dependant on the placeables.2da - yes? If so, then my question may be a bit off topic but input is welcome anyway;)
Modifié par Morbane, 05 septembre 2010 - 03:06 .
#9
Posté 05 septembre 2010 - 06:31
For those not familiar with Oriental BCK, here is what the original looks like:
http://s159.photobuc...lBCKKaratur.jpg
Here is my reference photo from a Shaw Brothers film. You see this style of storefront in many of the films:
http://s159.photobuc...brotherspic.jpg
And here is the unfinished and unadorned toolset version:
http://s159.photobuc...fabbuilding.jpg
#10
Posté 05 septembre 2010 - 06:37
Morbane wrote...
Banshe; I like the sound of mixing the placeables from BCK and the TS - if you do it, maybe you could post a screenie? Just curious - mainly because I am currently attempting to smooth out a 2da conflageration between multiple tilesets and incorporating BCK might be a bit of a project, without starting over that is. - on that note - just because I haven't tried to combine tile 2das after placing multiple areas, are the tileset and related 2das row number dependant?
Edit: If I understand correctly, BCK is only dependant on the placeables.2da - yes? If so, then my question may be a bit off topic but input is welcome anyway;)
The best way to go about this is probably to grab Brian's (painofdungeoneternal) combined BCK. He gives you a working placeables.2da plus a full ERF. More significantly, he fixed it so that it uses the reserved community ranges that Nytir had reserved but didn't use. This will help you intergrate other community CC into the 2da. There is also a doors.2da for the Oriental set. I'm not sure if there are more in BCK II as I haven't checked that out.
You can find Brian's fixes on the vault. He also linked to it in a thread called "BCK Floors" in the Toolset forums. Just find his post in that thread.
#11
Posté 05 septembre 2010 - 07:10
Of interest: check out the upstairs window. I shrunk a door andstuck it there. So the window has that ornate Asian look (I know it is a bit hard to spot with photobucket but...).
Here are both sides of the house:
http://s159.photobuc...tchconvert2.jpg
http://s159.photobuc...tchconvert1.jpg
#12
Posté 05 septembre 2010 - 07:12
#13
Posté 07 septembre 2010 - 06:48
Here is my reference pic:
http://s159.photobuc...brotherspic.jpg
Here are recreations in the toolset (a quick mock up):
http://s159.photobuc...rent=shops1.jpg
http://s159.photobuc...rent=shops2.jpg
http://s159.photobuc...shopssunset.jpg
http://s159.photobuc...=shopsnight.jpg
http://s159.photobuc...shopsnight2.jpg
More thoughts later
Modifié par Banshe, 07 septembre 2010 - 06:51 .
#14
Posté 07 septembre 2010 - 07:07
1. It seems that most merchants do their business on the doorstep of their shops. You typically have a clutter in the shop which comes right to the front. In some cases, the merchants sit at tables outside the front of their shop. But the customers generally do not come inside. But this may be different for those who don't use stall-style shops.
2. Nighttime: I changed the color of the paper in the doors to a rice paper color which suits the neightborhood better. It seems Nytir has added some source of illumination to it which seems to appear only in the evenings and at night. I'm quite pleased with that. However, it seems that most shops closed at night and a large plain wooden board was placed across the front of the shop. So I guess the merchants live elsewhere and return home at night.
But I do have a problem not common in NWN2: When it is nighttime, one can simply lock the doors in your standard fantasy town/village. But I cannot do that here (there is no door). I would need to add a door/board at night.
3. I apologize for the lack of clutter (atmosphere) in the stores. However, right now I am focusing on creating architectural prefabs. I am excited to populate those stores with junk but that will have to come later.
4. Regarding the thatch house issue. I have to admit I don't like the thatch thing I did. However, BTH Houses (I think) on the vault has some houses I could use without alteration.
#15
Posté 07 septembre 2010 - 07:21
I've lived in several asian countries.Banshe wrote...
A few things of note for those interested:
1. It seems that most merchants do their business on the doorstep of their shops. You typically have a clutter in the shop which comes right to the front. In some cases, the merchants sit at tables outside the front of their shop. But the customers generally do not come inside. But this may be different for those who don't use stall-style shops.
2. Nighttime: I changed the color of the paper in the doors to a rice paper color which suits the neightborhood better. It seems Nytir has added some source of illumination to it which seems to appear only in the evenings and at night. I'm quite pleased with that. However, it seems that most shops closed at night and a large plain wooden board was placed across the front of the shop. So I guess the merchants live elsewhere and return home at night.
But I do have a problem not common in NWN2: When it is nighttime, one can simply lock the doors in your standard fantasy town/village. But I cannot do that here (there is no door). I would need to add a door/board at night.
3. I apologize for the lack of clutter (atmosphere) in the stores. However, right now I am focusing on creating architectural prefabs. I am excited to populate those stores with junk but that will have to come later.
4. Regarding the thatch house issue. I have to admit I don't like the thatch thing I did. However, BTH Houses (I think) on the vault has some houses I could use without alteration.
1. Yes, everything is jammed to the front. All the stuff gets moved back into the shop at night and put out again the next morning.
2. Most merchants with these types of shops live behind the shop or the floor above it if it's in a two story building. You'd have to spawn in a board for night, but I'm sure no one would really care if you didn't.
3. These shops tend to be so cluttered you can barely move. You'll have to not do that since it's a game.
#16
Posté 07 septembre 2010 - 07:48
Up next are the Siheyuan which are family compounds. That is going to be pretty tricky but I have lots of pics to work with.
Here is a reference pic for those who are interested:
http://en.wikipedia....eyuan_model.jpg
I plan on making all the houses seperately as prefabs so that I can put them together later. That way I can make complex compounds for wealthy civilians and simple compounds for average folk. One strange thing I have found is that it seems that every family lived in a compound in China. Is that right? I cannot find any references to other housing.
My overall goal is to be able to quickly produce a town or village for my weekly campaign. I'd rather spend more time on the story than having to devote all the time to making this stuff in the toolset each week.
#17
Posté 07 septembre 2010 - 08:06
In a city pretty much. In a village no, you'd have your normal assortment of huts, the village headman might have a simple compound. Keep in mind that the compound will house all the generations of the family.Banshe wrote...
That way I can make complex compounds for wealthy civilians and simple compounds for average folk. One strange thing I have found is that it seems that every family lived in a compound in China. Is that right? I cannot find any references to other housing
A simple compound would be little more than a house with yard enclosed behind the outer wall though. The yard isn't even always that big in the city.
Looking at your picture: The family actually lives in the back. At least one side is servant quarters. The other side might be used for a family business, a family of weavers would likely do their weaving there. It was not at all uncommon to have servants. Even middle class families could afford one or two. It's what the poor did with unwanted daughters.
#18
Posté 07 septembre 2010 - 08:58
The ones on the side are for children and servants. But a lot of times, the servants are housed in the bottom house.
This article gives you lots of info including diagrams:
http://depts.washing...me/3intrhme.htm
Enjoy and thanks for the feedback. It is very helpful.
Edit: Do you have any reference pics of a village?
Modifié par Banshe, 07 septembre 2010 - 08:59 .





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