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[PLC] Custom Buildings


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#1
-Semper-

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sers,

i've created a gate entrance while testing tazpn's exporter for max. there was none i liked and i could use one for my little module. the textures are vanilla. right now only the lod files are missing, the rest is more or less final. as soon as i am finished with this piece there will be an upload to the vault. 2.5k tris if somebody is interested :D

Posted Image

Posted Image

Modifié par -Semper-, 26 juillet 2012 - 08:20 .


#2
PJ156

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That is one very fine city gate -Semper- It looks like it will go nicely with the city wall placables.

I love the crooked crenelations and shutters, very nice detail.

Are the doors part of the model or are they standard doors?

PJ

#3
-Semper-

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thx. i think i'll also add some damaged stones to one of the towers to break the repetitive texture^^
only door hooks to place standard doors. these should be the ones of the warehouse.

Modifié par -Semper-, 21 juin 2011 - 09:00 .


#4
JasonNH

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Very nice, Semper. Is it going to be tintable? :innocent:

#5
BartjeD

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This looks very real, it fits in well with the walls. Nice job so far!

#6
MokahTGS

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Yes, tintable!! I demand pink towers of doom!



Very nice, BTW.  Also, do those doors open?

Modifié par MokahTGS, 22 juin 2011 - 06:57 .


#7
-Semper-

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yes, the doors are functional. done the lod models and tint map today - so yeah for pink towers :D
i've left the wood untintable. if you wish to tint it, just post it here and also the channel it should be effected from. channels are red, green and blue as shown in the picture. btw i've added the damaged wall too to bring in some variety.

another question: should the upload to the vault include a 2da? imo it's better if every modder who wants to use this model includes it to their custom 2da by themself to ensure compatibility.

Posted Image

Posted Image

Modifié par -Semper-, 23 juin 2011 - 04:54 .


#8
PJ156

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Another question :)

Does the building extend below gorund zero at all. When I first saw this I imagined one or two of the gates having a river flowing through. Don't know why, it just brought the image of a river gate to mind.

PJ

#9
JasonNH

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Excellent work, Semper, this is great. As for 2DA compatibility, I would highly encourage you to reserve some space for yourself in the Reserved 2DA ranges under placeables at the NWN2wiki. Reserve a block so you can create more nice stuff and keep it together. ;)

Then use those values in your own 2DA for any blueprints you might release as ERF files. That would go a long way in helping people to use your content without conflicts. This would be more useful than a 2DA, which as you rightly point out is of limited use.

Modifié par JasonNH, 23 juin 2011 - 02:52 .


#10
-Semper-

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JasonNH wrote...

Then use those values in your own 2DA for any blueprints you might release as ERF files.


i've reserved space and created the erf which contains only the exported blueprint as a utp file. is this correct or should there be additional stuff?

@pj156: nope. there're no polys underground. it should not be difficult to add a second custom placeable to ensure this. you can also lower the ground and hide the missing space with stone models. the problem is i can't see the sense of a river through a main entrance :D also the upper wall isn't walkable (damn engine limitations!).

Modifié par -Semper-, 24 juin 2011 - 04:44 .


#11
JasonNH

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-Semper- wrote...

i've reserved space and created the erf which contains only the exported blueprint as a utp file. is this correct or should there be additional stuff?


I think that should be sufficient, but you'll want to provide the information as to which 2DA line number was used for this specific placeable. I suppose you could either just throw your 2DA up there to make it easy for cut and paste by modders, or provide the sample row in your vault description. Most people do seem to include a 2da as it makes it a little quicker to integrate with the 2da editing tools.

#12
-Semper-

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done. thx for all the help ;)

project is ready to be tested.
vault is in queue right now.

Modifié par -Semper-, 24 juin 2011 - 04:02 .


#13
MokahTGS

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 Also, adding a 2DA makes it very easy for people to test it out by droping it into their override folders.

Thanks for the tinting!!

#14
kamal_

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-Semper- wrote...

yes, the doors are functional. done the lod models and tint map today -

May I suggest the blue or green be given to the roof. The stone is the same texture after all, so it would make sense to uniformly tint that.

#15
JasonNH

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Hey Semper,

Downloaded the gate from your BSN project and tried it out. Placed the 2DA in override, linked your hak to my module, and imported the ERF. Worked fine and looks great. Just a couple of observations:

1. It would be convenient if your blueprint was organized within its own category in order to find it easier. You can do this in the "classification" field of the properties. Right now, your item ends up under the strref {184438}, which is "Building Props". It's usually nice to organize community content in its own categories in order to find it easier and to keep it distinct from original game assets. You might want to consider changing the classification to something like "Semper|{184438}", or something else that uniquely distinguishes your placeables from Obsidian content.

2. I did notice that once either one of the doors is opened, you can walk through the center beam. I've posted a picture of what I mean. If you are near the center of the placeable, and a door is open, it will pathfind right through the middle beam. Not sure how easy it is to change that. If not, it could be worked around with walkmesh triggers, so it's not a big deal.

300x150http://i657.photobucket.com/albums/uu292/JasonNH/NWN2/semper_gate.jpg[/img]

Thanks again. This is cool and I can definitely see it ending up somewhere in Britannia. Gut gemacht! :happy:

Modifié par JasonNH, 25 juin 2011 - 02:55 .


#16
c i p h e r

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Very nice.

#17
-Semper-

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@kamal: added the wood to the blue channel. now the whole tower is tintable ;)

@jason: changed the classification to semper|buildings. i've also redone the walkmesh and the blueprint. now everything should work without issues.

please redownload the archive and replace the files. the vault entry is online too. perhaps you have to reimport the placeable through the erf so that all changes will be transfered. thx for testing and your kind words! (insbesondere auch für die deutschen :D)

Modifié par -Semper-, 25 juin 2011 - 10:04 .


#18
JasonNH

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Okay, I just downloaded from the vault and re-tested. I no longer have the problem of walking through the center post, but I do have a problem walking through the left door. I've captured a picture of the model after it is baked in my area and you can see that one of the paths is blocked now. Ah, the NWN2 walkmesh, so much fun. ^_^

400x200http://i657.photobucket.com/albums/uu292/JasonNH/NWN2/semper_gate_bakedwalkmeshjpg.jpg[/img]

Also, just in case it was not intentional, there is no hak file in the vault download, just the contents of the hak. Might want to update your vault entry description to reflect that though.

#19
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yeah, sometimes the walkmesh is a mess. perhaps it has something to do with the exporter. there's an option called "limit walkmesh" with a number and i have absolutely no clue what that means.

anyways i've redone the walkmesh another time and double checked everything. hopefully there are no issues left :D
pls redownload, delete the files and/or replace the hak with the new one.

Modifié par -Semper-, 25 juin 2011 - 02:04 .


#20
JasonNH

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Perfect! It doesn't look like the vault entry has been updated with your latest fix yet, but the version from your BSN project works great.

#21
-Semper-

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hm... the zip at the vault contains a hak so it should be the new one.

#22
JasonNH

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Yeah, for whatever reason the vault has not updated from my side. Still looks like the old one. I've tried a few times.

#23
slowdive.fan

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The limit walkmesh check box converts any vetices that have a lower "z" value to the value set in the "limit walkmesh" field. I ALWAYS turn this off as I want to keep the original "z" values as I have them set them. The exception is when you bring in an OEI placeable such as the bridge. The bridge vertices on the outside edges extend down to -1,000,000 (I think that is the number). So if you want them to come in at say -100 so you can edit the walkmesh easier then turn on the "limit vetice" button and set to -100. Make sure to lower the outside edge vertices back to -1,000,000 before exporting and turn off the "limit vertices" button when exporting. I think the -1,000,000 value is a flag that helps with meshing the placeables walkmesh to the terrain. Open up the bridge placeable with the "limit walkmesh" turn off to see an example of what I am talking about.

Oh, by the way, your entrance looks awesome, great job with all the details!

Modifié par slowdive.fan, 26 juin 2011 - 02:15 .


#24
rjshae

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Nice look. Those tower roofs give it something of a Roman style. Are you going to have doorways from the towers onto the crossover? Thanks.

#25
-Semper-

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dunno if i'll add the doorways. first there was a door in one of the towers but i did not look right. perhaps i had not found the right shape. it ain't hard to implement - but first comes a new building i've started today :D

it's half finished with missing polys and texture errors. just a little teaser:

Posted Image

textures are a mix of obsidian ones and a combined one from the city hak (which are from bethesda's oblivion).

Modifié par -Semper-, 30 juin 2011 - 10:13 .