Much love for the new butterflies and the teahouse.
March 2011 Custom Content Challenge: Statuary Garden
Débuté par
TheSpiritedLass
, mars 01 2011 12:05
#76
Posté 16 avril 2011 - 06:13
#77
Posté 16 avril 2011 - 07:40
Lots 'o cool stuff I love it.
#78
Posté 16 avril 2011 - 08:22
Files emailed.TheSpiritedLass wrote...
The Amethyst Dragon: Placeables and Lady Bug: Missing some textures?
#79
Posté 17 avril 2011 - 07:36
TheSpiritedLass wrote...
Zwerkules - Chinese Tea House tile - No Files
*** Updated file status list on 4-16, some more ***
The files are here: http://jpreine.de/models/teahouse.7z
Modifié par Zwerkules, 17 avril 2011 - 07:37 .
#80
Posté 20 avril 2011 - 01:58
The demo module is about done and on track for posting on Friday. With the extra time I had waiting for files to come in, I was able to make 7 bird song wav files (canary, cardinal, frogmouth, two meadow larks, whipperwhill and no idea what kinda bird but sounds nice).
#81
Posté 21 avril 2011 - 07:34
Quick question...is any of this or any of these Custom Content challenges conflicting with say CEP or CTP or any of the other major haks out there as some of this is rather neat and would love to use it.
#82
Posté 21 avril 2011 - 08:18
*noogies TSMDude* Most likely the CCC content will not play nice with other non-CCC haks. This is usually going to be a 2da issue. But I wouldn't rule out conflicts with mdl and texture file names.
#83
Posté 21 avril 2011 - 09:57
All six of OldTimeRadio's Shishi.

My sounds, I tried to come up with something for each author's content. Plus some bird sounds.

The files are on their way to the Vault. Nice work y'all.

My sounds, I tried to come up with something for each author's content. Plus some bird sounds.

The files are on their way to the Vault. Nice work y'all.
#84
Posté 22 avril 2011 - 01:56
Thanks for putting this together, TSL! And a special thanks for helping me so much with the portraits. I really appreciate it.
#85
Posté 22 avril 2011 - 01:45
#86
Posté 24 avril 2011 - 03:45
The teahouse is delicious... Now if only I knew how to add a tile to a set that I use. :\\
#87
Posté 24 avril 2011 - 08:15
Bardeyes, adding a tile to a tileset isn't difficult, but since I added the teahouse to the TNO tileset, its ground plane is at 500cm while it has to be at 0cm for most of the Bioware tilesets. So to add it to a Bioware tileset, you'll have to lower the model. That can be done with a text editor, but it will be a lot faster if you use NWmax and veltools.
Open NWmax and click on 'MDL loading' and 'Browse'. I assume you have extracted the model of the teahouse from the hak. Find the file and after selecting it press 'Import',
VelTools has an 'Adjust Models' button which you can find if you open the 'NWN Tools II' menu.
Below that button you can enter by how many centimeters you want to change the height of the tile. Since the tile is 500cm too high you'll have to change that to -500.
Now press 'h' and you'll see a list from which you have to select the name of the model base.
It is tno01_tea01_01. If you also want to keep the teahouse tile in the TNO tileset, you should change that name so the teahouse for the TNO tileset doesn't get replaced.
Let's say you want to add the teahouse to the city tileset. Too the right you can see 'Name and Color'. Enter tcn01_tea01_01 there.
With the model base still selected you can now press the 'Adjust Models' button and see how the model moves down.
The main lights for the tile also have the name of the tile, so they got to be changed too. It's the same as changing the name of the model base. Now you have to look for tno01_tea01_01ml1 and tno01_tea01_01ml2 and change the names to tcn01_tea01_01ml1 and tcn01_tea01_01ml2.
After you changed those names, select the model base again, open the modify tab (that's the thing to the right that looks like a blue rainbow) and click on 'Export Model+Anim'.
You will now have two files, one is the model and one is the walkmesh. How to add those to a tileset is described in a number of tutorials. I suggest you look for those in the NWN Omnibus by OldTimeRadio.
Or you could tell me what tileset and what type of terrain you want the teahouse to be added to and I could make the necessary changes for you. I don't use CEP though and the CEP adds tiles to some tilesets.
Open NWmax and click on 'MDL loading' and 'Browse'. I assume you have extracted the model of the teahouse from the hak. Find the file and after selecting it press 'Import',
VelTools has an 'Adjust Models' button which you can find if you open the 'NWN Tools II' menu.
Below that button you can enter by how many centimeters you want to change the height of the tile. Since the tile is 500cm too high you'll have to change that to -500.
Now press 'h' and you'll see a list from which you have to select the name of the model base.
It is tno01_tea01_01. If you also want to keep the teahouse tile in the TNO tileset, you should change that name so the teahouse for the TNO tileset doesn't get replaced.
Let's say you want to add the teahouse to the city tileset. Too the right you can see 'Name and Color'. Enter tcn01_tea01_01 there.
With the model base still selected you can now press the 'Adjust Models' button and see how the model moves down.
The main lights for the tile also have the name of the tile, so they got to be changed too. It's the same as changing the name of the model base. Now you have to look for tno01_tea01_01ml1 and tno01_tea01_01ml2 and change the names to tcn01_tea01_01ml1 and tcn01_tea01_01ml2.
After you changed those names, select the model base again, open the modify tab (that's the thing to the right that looks like a blue rainbow) and click on 'Export Model+Anim'.
You will now have two files, one is the model and one is the walkmesh. How to add those to a tileset is described in a number of tutorials. I suggest you look for those in the NWN Omnibus by OldTimeRadio.
Or you could tell me what tileset and what type of terrain you want the teahouse to be added to and I could make the necessary changes for you. I don't use CEP though and the CEP adds tiles to some tilesets.
Modifié par Zwerkules, 24 avril 2011 - 08:17 .
#88
Posté 24 avril 2011 - 11:40
*Sounds of Mistress' head exploding.* Sheesh... that was harsh to have me reading first thing in the morning Z.
#89
Posté 24 avril 2011 - 01:19
Who said you had to read it?
;)
This was for Bard's eyes only.
Err, I mean I was just explaining something to Bardeyes.
Anybody got an idea how to put an exploded head together again?
This was for Bard's eyes only.
Anybody got an idea how to put an exploded head together again?
Modifié par Zwerkules, 24 avril 2011 - 01:21 .
#90
Posté 24 avril 2011 - 02:21
Zwerkules wrote...
Who said you had to read it?;)
This was for Bard's eyes only.Err, I mean I was just explaining something to Bardeyes.
Anybody got an idea how to put an exploded head together again?
Epoxy? Large bottle of Super Glue? Two bottles of aspirin, and call me in the morning if the pain persists.
#91
Posté 24 avril 2011 - 04:27
Chew up some of those yellow Peeps from the Easter basket, and mix them in with the head pieces, the put into the mold of your head you took earlier and . . . what? Oh, I just assumed everyone has taken a casting of their head. Sorry about that. 
Nice post, Zwerk. I'm cutting it right now for my files.
Happy Easter, everybunny!
-JFK
Nice post, Zwerk. I'm cutting it right now for my files.
Happy Easter, everybunny!
-JFK
#92
Posté 24 avril 2011 - 05:52
*uses some super glue on Mistress' exploded head*
Happy Easter!
Happy Easter!
#93
Posté 25 avril 2011 - 06:27
Zwerkules, I'll have to read that again when I'm not suffering from deadly chocolate peep poison. I supposed it could
have been the wine, but, you know, I think I'm going to blame the
insidiously innocent appearing peeps. They’re dangerous I tell you!
Even the oh so temping chocolate ones… *Gazes at a chocolate peep.*
No…must…not…look into its seductive brown eyes…
have been the wine, but, you know, I think I'm going to blame the
insidiously innocent appearing peeps. They’re dangerous I tell you!
Even the oh so temping chocolate ones… *Gazes at a chocolate peep.*
No…must…not…look into its seductive brown eyes…
Modifié par Bardeyes, 25 avril 2011 - 06:28 .
#94
Posté 25 avril 2011 - 10:26
You guys crack me up.
Right... good thing one eye landed in a spot that I can still read the monitor. Carefully looking over the directions I suppose I should start with some superglue on what is left of the mouth. Ummmm, should have had some fingernail polish on hand, I think I just glued the wrong thing to my desk. Oh well, now to chew on some peeps and use that to connect the next bits. Uhhhh, hmmm some duct tape for those extra parts over there... Perfect! I'm now all ready for Halloween. *scary looking grin*
Right... good thing one eye landed in a spot that I can still read the monitor. Carefully looking over the directions I suppose I should start with some superglue on what is left of the mouth. Ummmm, should have had some fingernail polish on hand, I think I just glued the wrong thing to my desk. Oh well, now to chew on some peeps and use that to connect the next bits. Uhhhh, hmmm some duct tape for those extra parts over there... Perfect! I'm now all ready for Halloween. *scary looking grin*
#95
Posté 13 janvier 2012 - 08:57
Now on the Vault... *dramatic pause* Version 2:
- Added minimap and loadscreen for Zwerkules' Teahouse tile.
- Added 2 portraits for Rubies' Cuddly Rocky Golems.
- Added standalone versions (statue and building) of Borden's chariot statue. Added portrait for the statue.
Teahouse minimap:

Teahouse loadscreen:

Golem portraits:

Borden's expanded statue collection:
http://www.realmsofmythology.net/board_files/screenshots/ccc/BordenHa'elven-ChariotStatue.jpg
Chariot portrait:
- Added minimap and loadscreen for Zwerkules' Teahouse tile.
- Added 2 portraits for Rubies' Cuddly Rocky Golems.
- Added standalone versions (statue and building) of Borden's chariot statue. Added portrait for the statue.
Teahouse minimap:

Teahouse loadscreen:

Golem portraits:

Borden's expanded statue collection:
http://www.realmsofmythology.net/board_files/screenshots/ccc/BordenHa'elven-ChariotStatue.jpg
Chariot portrait:





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