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Converting Fallout:NewVegas models to NWN2 models (placables)


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#1
3stars

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Hello everybody,

I'm working on NWN2 PW in Fallout D20 setting. As I've managed to transfer music, sounds, terrain's textures from Fallout:NewVegas, I decided to transfer placables to the Toolset... but I'm stuck here... Could you help?

That's what I've done:
- installed 3dmax9;
- installed plugin for 3dmax "NIF  Exporter/importer" (to import from *.nif from FalloutNV);
- installed plugin for 3dmax "3ds Max MDB Importer/Exporter" (to export to  *.mdb to NWN2);
- import model of PC Terminal from *.nif of FalloutNV to 3dmax;
- export model of PC Terminal to *.mdb of NWN from 3dmax;
- named *.mdb file as "PLC_MC_SnakeColumn03_X2.MDB" (that one is a standart model from NWN2);
- put it to Override (to swap standard model in Toolset);
- load Toolset, new area, and put the model to terrain.....
But it doesn't work: no models displayed - only a cube with question mark.....
I  know, I've missed the part about textures - but it should be model displayed at least...
But there's no one....

Could anyone help?




//there's video from my work to inspire:

//and several screenshots:
- content.foto.mail.ru/inbox/35/_myphoto/i-16.jpg
- content.foto.mail.ru/inbox/35/_myphoto/i-17.jpg
- content.foto.mail.ru/inbox/35/_myphoto/i-19.jpg
- content.foto.mail.ru/inbox/35/_myphoto/i-18.jpg
- content.foto.mail.ru/inbox/35/_myphoto/i-22.jpg
- content.foto.mail.ru/inbox/35/_myphoto/i-21.jpg
- content.foto.mail.ru/inbox/35/_myphoto/i-20.jpg
- content.foto.mail.ru/inbox/35/_myphoto/i-15.jpg

#2
Hellfire_RWS

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Did you put the texture in the override as well?

The black cube with a "?" is a sign of a missing texture/s

#3
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Frankly, I Overrided only the standart model, so that standard Obsidan textures kept untouched (but for my model of Terminal).
As far as I know if model doesn’t have textures, its shape is displayed covered with sign "Missing texture".... Is it? Or I am wrong?

I just need to find out where is the problem - in model or in textures?

Here is mdm of Terminal Placable (named for override), could you chek (i'm rookie with 3dmax....):

Modifié par 3stars, 17 décembre 2010 - 05:15 .


#4
Hellfire_RWS

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I will look at it when I get home and tell you how I got it to work, please uplaod the fallout texture for the terminal also.




#5
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Thanks, here is a zip with model, texture and normale: http://depositfiles....files/c5prv5kh8



//my icq: 192845243

//my scype: kellermanme

#6
Hellfire_RWS

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full response on RWS forums

#7
c i p h e r

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Looks very nice. Do you have an asphalt texture for roads? It's conspicuously absent from the video.

#8
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Hellfire_RWS , thanks!



ç i p h é r , yes.


#9
OldTimeRadio

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Heh heh, cool! I've played around with the same thing using 3D Ripper DX to capture whole landscapes and convert them into NWN 1. I envy the NWN 2 terrain though...

For instance, this is Megaton. It's dark because I was doing tests on self-illumination for the lights & neon.



Good luck with your conversion! The screenshots look very nice.

#10
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OldTimeRadio, HOW did u do that??? Please, contact me...

#11
OldTimeRadio

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Well, just as I said: 3D Ripper DX.  From GECK, overhead view.  With 1 drawcall = 1 mesh or something like that, suggested distortion correction.  For NWN1 (sorry, don't know a thing about NWN 2) I drop everything but the Diffuse textures and that's just about it.  From that point on it's all scaling, rotation, patience and knowing the game engine and how it works. 

It was a nice proof of concept that absolutely anything could be turned into a landscape or a placeable in NWN 1 and run acceptably.  I've done the same with a dozens of Sketchup models but the work required to clean them up can be a pain, depending.

Here's two from SketchUp (that I actually "completed" used in a land and takeoff placeable demonstration (also for NWN 1):


Wish I knew anything about NWN 2 but I don't. I'll drop you a line and if you need anything more specific, let me know. Basically, once something is in Max (at least in regards to NWN 1), there's no reason you can't get it in game. You just have to know what the engine will accept and what it will reject and prune or massage accordingly.

#12
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I've started the blog, where will display project's work status: http://falloutd20.blogspot.com/



If smn. feel like to help - feel free to contact me.

#13
casadechrisso

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Fantastic project, good luck! I'm feeling tempted to offer a hand at area design, but that's usually the position that's never open (can't do any tech stuff), plus I have an own project to take care of. Still... using some of the Fallout placeables alone is very very tempting... And if you ever convert the female mercenary charmer armor over, please put it up on the vault! :D

Oh, that reminds me, if I ever put up the newest version of my little nudie skins hak, I made some dirty skins inspired by the Raiders. Still need to make some matching heads for them though, but feel free to poke me now and then to get working, if there's interest.

#14
MorbidGorilla

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Super Cool!!

I cant wait to see where you go with this, I am an old school Fallout player (yes even Wasteland and that Brotherhood of Steel "thing"for ps1)

Keep up the awesome work!




#15
c i p h e r

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Oh, that reminds me, if I ever put up the newest version of my little nudie skins hak, I made some dirty skins inspired by the Raiders. Still need to make some matching heads for them though, but feel free to poke me now and then to get working, if there's interest.

Content you haven't released yet!?!? Content Sheriff Sez: Consider yourself poked!! :police:

#16
casadechrisso

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sigh... you know I'm working on too many ends at once. Yes, there's quite a lot of things I need to get done, but I'm pedantic.