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[PLC] Custom Buildings


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68 réponses à ce sujet

#26
JasonNH

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-Semper- wrote...

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:

Image IPB

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


Looks like another great piece in the works!

Modifié par JasonNH, 01 juillet 2011 - 02:14 .


#27
MokahTGS

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Yes, adding more buildings that match the CityHak is great! I love that hak!

#28
-Semper-

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just to let you know that the mesh is finished with a tri count of 3.1k. now begins the "fun" of cleaning and building the lod models, tint map, collision and walk mesh. perhaps the tower will get some windows in the lower level too or something other to break the texture. im open for suggestions :whistle:

Image IPB

Modifié par -Semper-, 03 juillet 2011 - 02:20 .


#29
c i p h e r

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Maybe a balcony hanging off one of the sides? Arrow slits? A bell or similar kind of ornament? Gargoyles or similar stone decorative statues?

#30
JasonNH

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ç i p h é r wrote...

Maybe a balcony hanging off one of the sides? Arrow slits? A bell or similar kind of ornament? Gargoyles or similar stone decorative statues?


Actually, I would vote to see it stay less particular with respect to ornamentation in order to leave that to a designers particular need for the area. It does seem like the tower could use some windows on the second story though.

#31
MokahTGS

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Actually, I disagree with the windows bit. If left blank, then the builder could add banners, statues or placeable windows which are available in the city hak.

I vote for blank slate.

#32
-Semper-

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that's exactly what i wanted to add in the toolset^^
the second floor will stay blank. i thought more of the first level of the tower where the door is located. but perhaps a blank site isn't that bad for a tree or market stand or little garden and etc :D

Modifié par -Semper-, 04 juillet 2011 - 05:29 .


#33
-Semper-

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lod models check.
collision meshes check.
tintmap check... and even a nice walkmesh - after 10 tries it baked well :)

i'll have to clean up some vertices and create a glow map. tomorrow the project will be updated with the hopefully finished model :bandit:

Image IPB

Modifié par -Semper-, 05 juillet 2011 - 08:13 .


#34
JasonNH

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Looks great, Semper. Thanks for soliciting feedback too!

#35
kamal_

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Very good work, and fills the need for more building styles to make mods in different regions look appropriate.

#36
c i p h e r

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Looks great. Semper Fi!

#37
MokahTGS

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I think I'm going to make a prefab using the example tinting that everyone keeps using. I'll call it color-blind prefabs!

Nice job BTW, looking forward to this and more!

#38
MokahTGS

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Hey I do have one suggestion: Separate out the stone stairs from the roof tint map. The roof is clearly a different material than the stone stairs and tinting them the same, would look odd.

I actually tint the CityHak roof tops a deep red, which looks awesome with a darker brick color. A deep red stone stair entry way to that church/chapel would look a bit odd.

Modifié par MokahTGS, 06 juillet 2011 - 04:36 .


#39
-Semper-

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MokahTGS wrote...

Hey I do have one suggestion: Separate out the stone stairs from the roof tint map. The roof is clearly a different material than the stone stairs and tinting them the same, would look odd.


that's a bit problematic because this models shares the textures of the crosskeep and its tintmap to keep video memory low. i changed the tintmap and removed the stone floor. now the roof is seperated but the gate entrance part of the texture (the floor above the gates) is untintable too - which shouldn't be that big of a problem^^

next i thought about doing some maztica props. somehow i am a big fan of aztec settings and lost treasures within deep and dangerous jungles :P

btw it's released. i updated my project and the vault entry.
btw is there somewhere an option to change the classification of my vault upload? it's hosted at the wrong hakpaks (module related) due to my dumbness :whistle:

Modifié par -Semper-, 06 juillet 2011 - 05:51 .


#40
MokahTGS

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I think you can change that by editing the entry...it's a drop down.

#41
-Semper-

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just to refresh a "lost" thread: another thing i am working at right now. i tried to create a nice looking old tavern which fits in a medieval setting. this time all vanilla textures - some are just placeholders until finishing touches :whistle:

got the inspiration while browsing through the internet :D

Image IPB

Modifié par -Semper-, 26 juillet 2012 - 08:00 .

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#42
IAmDeathComeForThee

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Nicely done Semper. Decent poly counts as well. :)

#43
MokahTGS

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The guard tower on that model page should be your next project.

#44
-Semper-

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just an update with the finished model. the only thing left is a tintmap for variation. tomorrow i'll update the project/hak with this tavern. the following pics are from the toolset and ingame.

edit: added the model to the project file.
tri count:
- 3.1k
- 1.2k (LOD01)
- 350 (LOD02)

Image IPB

Image IPB


MokahTGS wrote...

The guard tower on that model page should be your next project.


yeah, it's looking nice too. guess i've found my next building :D

Modifié par -Semper-, 04 août 2012 - 12:26 .

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#45
-Semper-

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after fiddling around for 2h the blockout is finished. details will be next ;)

Image IPB
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#46
PJ156

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Nice, looking forward to the finished tower.

The 2da file you provide. I guess the new entries are tagged onto the back of the vanilla one.

PJ

#47
-Semper-

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PJ156 wrote...

The 2da file you provide. I guess the new entries are tagged onto the back of the vanilla one.


no, they're tagged to the lines i reserved with everything between as padding. the 2da is just for easy and fast integration for testing purposes as i always work with a clean override folder. if you want to include the models into your own mod you have to replace the appropriate lines in your 2da. since they are reserved they should be clean anyway.

Modifié par -Semper-, 26 septembre 2012 - 05:07 .


#48
PJ156

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Thanks I see.

Not added any custom content yet so these may be the first.

PJ

#49
kamal_

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There were only 10 hours between the finish of the inn and the first pics of the tower. Impressive. I thought modelling took forever.

#50
PJ156

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Hello Semper,

I have downloaded your work. The erf gives me two models. the inn and the dragon statue. The dragon staue is labelled as the gate and the inn as the chapel. The gate and chapel models are not there?

That's the first time I have added a custom placeable so It could well be me but what might have gone wrong here?

Thanks,

PJ

Modifié par PJ156, 20 septembre 2012 - 09:07 .