[PLC] Custom Buildings
#51
Posté 23 septembre 2012 - 11:26
imo the erf is outdated and should not be used anymore!
as stated above you should just:
- add the hak to your module
- place the placeables.2da in your override folder or add the lines to your personal placeables.2d if you're using other mods
- start the toolset and create a new placeable blueprint
- choose the needed appearance "City_Wall_Gate", "City_Wall_Chapel", "City_Wall_Tavern" or "Dragon_Statue"
#52
Posté 24 septembre 2012 - 05:13
The dragon statue is using a really low-res stone texture. Changing that to another, better stone texture would help the details pop out more. It also looks odd, next to other NWN2 statues.
The inn is great, and now makes me want to use it...thanks for delaying my projects even more...I did notice that it doesn't have any doors, when placed...not a huge deal, but maybe something to look at.
Hopefully you'll keep working at this stuff as I like the tower so far, and hope to see it added.
Modifié par MokahTGS, 24 septembre 2012 - 05:13 .
#53
Posté 26 septembre 2012 - 02:08
#54
Posté 26 septembre 2012 - 05:03
the problem with the doors is that the model use two different ones, a rounded for the basement and a rectangular one for the top level. within the 2da you can only specify one single door model to be used for all the hook points which would look weird, therefore it's left blank.
@hellfire: yes, it's only that right now i've hardly any spare time to finish all my on going projects.
Modifié par -Semper-, 26 septembre 2012 - 05:05 .
#55
Posté 26 septembre 2012 - 05:26
-Semper- wrote...
@hellfire: yes, it's only that right now i've hardly any spare time to finish all my on going projects.
I know how that is. No rush, I was jsut curious.
#56
Posté 28 septembre 2012 - 06:11
PJ
[Edit] It's working well thanks Sember - Nice models the inn really fits into the ideas I have at the moment.
Modifié par PJ156, 28 septembre 2012 - 08:51 .
#57
Posté 27 février 2013 - 07:01
#58
Posté 27 février 2013 - 09:42
I'd say you're ready.-Semper- wrote...
just to show you what i am doing right now - improving my skills to get one step closer to create custom creatures.
Monkey!
#59
Posté 27 février 2013 - 10:05
But very cool none the less.
I love the detail on the axe. How much of that gets into the game?
PJ
#60
Posté 28 février 2013 - 04:17
kamal_ wrote...
I'd say you're ready.
nah. my texturing attempts are terrible. and my anatomy knowledge of full body creatures is awfully weak too.
PJ156 wrote...
Those are exceptionaly cool, none of them are the tower you said you were going to do
I love the detail on the axe. How much of that gets into the game?
yeah, the tower - it's still lurking in the shadows. i'll try to complete it within march
regarding the fact that the weapon is a relatively small weapon i would use 512x512 maps. dunno how much of the detail will be lost because of this.
btw thx for the kind words.
Modifié par -Semper-, 28 février 2013 - 04:17 .
#61
Posté 12 mars 2013 - 08:45
#62
Posté 13 mars 2013 - 06:46
#63
Posté 13 mars 2013 - 08:13
koundog1 wrote...
That is awesome, I've had this toolkit since 2006 and I still can't make custom content. Do you know how to make Arabian buildings? More specifically domes and spiraling minarets that are typically seen in the city silhouettes?
You can actually get a pretty good arabian themed city using existing custom content on the vault.
Modifié par MokahTGS, 13 mars 2013 - 08:15 .
#64
Posté 13 mars 2013 - 08:16
-Semper- wrote...
first full character in concepting phase - in the end it should transform into some sort of giant. dunno if this thing will make it into nwn2 (if there's a fitting skeleton and i am happy with the textures) but it's a good exercise for future projects.
Semper, that looks like a really good start of a cyclops...something we do not have for NWN2....I'd give Kamal's right eye for one.
#65
Posté 13 mars 2013 - 08:24
At least you'd leave me with one.MokahTGS wrote...
-Semper- wrote...
first full character in concepting phase - in the end it should transform into some sort of giant. dunno if this thing will make it into nwn2 (if there's a fitting skeleton and i am happy with the textures) but it's a good exercise for future projects.
Semper, that looks like a really good start of a cyclops...something we do not have for NWN2....I'd give Kamal's right eye for one.
#66
Posté 13 mars 2013 - 10:50
MokahTGS wrote...
koundog1 wrote...
That is awesome, I've had this toolkit since 2006 and I still can't make custom content. Do you know how to make Arabian buildings? More specifically domes and spiraling minarets that are typically seen in the city silhouettes?
You can actually get a pretty good arabian themed city using existing custom content on the vault.
I think I've used all of it except for the link you provided for domes and minerets. I suppose I didn't think to look there because the screen shot looked futuristic and while it lists "Oriental" many people think of that as only including Chinese or Japanese architecture. I think I've come far enough with my module so I'll post some pictures in the module section of the forums. Maybe then people will see that I'm serious about completely this mod. ...As if working on it for over six years doesn't solidify my commitment to completing it.
#67
Posté 13 mars 2013 - 10:54

@koundog1: yeah, i know how to build such stuff and it's not that hard to do, because of mostly geometric forms. you should download blender and try some of the tons of free tutorials around to get you going. if there're any questions don't hesitate to ask.
Modifié par -Semper-, 13 mars 2013 - 10:55 .
- rjshae, TheOneBlackRider et 4760 aiment ceci
#68
Posté 23 juillet 2014 - 02:38
Will we ever get to see these cool-looking creatures? ![]()
#69
Posté 23 juillet 2014 - 03:56
Just "beautiful" work, Semper!





Retour en haut










