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#1
Raven_Xantrice

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Thread to the releated idea entry

Hi guys and girls!
This thread is to discuss about the nwvault.ign entry (Link: nwvault.ign.com/View.php )

It would be great if some artists of Neverwinter Nights CC give that a change and maybe try to make something for it!
Or think you, that is impossible to create such a armor or tileset? Please give me answers! :bandit:
I think this is an new feeling that is possible to do with the Neverwinter Nights Engine!

Thank you!

#2
Ork_horC

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You could try contacting Xialya. From what I understand making outfits is among the more difficult things to do where custom content is concerned, and it may be easier to see if what she had going could be released or finished rather than looking for someone to start on a whole new set from scratch.

I tried myself the other week but alas I fear she no longer checks the email she used to register on the vault with. An incredible pity as the armor is of great looking quality, and I'm sure any number of interesting projects could benefit from their release.

C'est la vie~

#3
Bannor Bloodfist

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You might also want to take a look at what the D20 team made, and there are other "futuristic" type tilesets, hak packs etc.. available on the vault, even if it is a real pain to find them all.

D20 Modern version 2.0

#4
OldTimeRadio

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FWIW, anyone working on converting material which uses a diffuse map (i.e. a normal, non-PLT texture) could probably save a ton of time by using this method, which allows for the display of TGA's on PC body parts.  Doesn't require fiddling with the model after export and it also plays well with existing PLT portions on the model.  It can be used to rapidly prototype something or just get it out the door without having to worry about converting to PLT.  There are a couple screenshot examples at the bottom of that linked thread and also this video where I used the process to preserve the texture on a Titan Quest creature I was turning into a robe for NWN a few weeks back.

#5
Raven_Xantrice

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@Ork_horC: Yes think so, too. I've try to contact her but have no answer or reaction, don't know...the pictures of her powerarmor are awesome.

@Bannor Bloodfist: Yes, know them, D20 is great and you can still use a lot of it for warhammer but some things I simply need for specially warhammer, the powerarmor e.g.

@OldTimeRadio: I have read this and view the videos but don't understand something of this... maybe I have to read tutorials and try to do something for it but now I don't understand something about creating a model with textures and make ready vor Neverwinter Nights.

Thank you! :)

Edit: Have created a blog where I try to collect stuff for warhammer fantasy and warhammer 40k and create by myself a warhammer setting (Not change the whole D20-system but to create other classes and races, spells and maybe talents and skills) for now I'm still working more on the fantasy setting because its for now more realistic!
Link: whnwn-Blog

Modifié par Raven_Xantrice, 22 août 2011 - 10:12 .


#6
WebShaman

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Hmmm...models from Warhammer 40k - Soulstorm, etc, should be relatively easy to convert to NWN. Have you looked into it?

#7
Ork_horC

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WebShaman wrote...

Hmmm...models from Warhammer 40k - Soulstorm, etc, should be relatively easy to convert to NWN. Have you looked into it?


This.

My best guess is that Xialya did the same. If you played Soulstorm and take a look at her Adeptus Sororitas models, it isnt a stretch to say that they're identical. If indeed they are, they are they turned out seemingly flawless as well with no readily apparant conversion flaws. Sadly, something 'relatively easy' to those reasonably familiar with the process translates into "whut.." for me, as I haven't the faintest semblance of modelling skill or experience.

I wish I did, as I already finished the first chapter of a self-run campaign for some friends set in the 40k universe back back when Xialya was still updating, but it's true completion hinged upon the release of her power armor models.

#8
WebShaman

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Well, Soulstorm is pretty cheap these days, and relatively easy to work with - lots of tools and CC available for that game! So it should be rather easy to extract the models and textures to a 3d modding program. Then convert (if need be) to a format that NWN can understand, and import.

#9
Ork_horC

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Seems simple enough in theory. Any chance you'd be able to help guide me through the particulars, WebShaman? I have Soulstorm sitting around somewhere, along with the time and inclination.

On a side note, I assume they would be imported as non-colourable robes rather than piecemeal that you could swap around and recolour at your discretion? There may be more work involved in doing that, but it may outweigh the work involved in ripping a model for every marine chapter and legion simply for the shoulder badge and colour scheme. Then again the texture or colour depth and richness of the original model may not be perfectly recreated in NWN's palette, so perhaps leaving them be would be the best route.. But I'm rambling.

#10
WebShaman

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Check this post out from Borden - http://social.biowar...index/3124699/2

I would suggest NOT making them into Robes.

The NWArmory doesn't convert Robes for the various sexes/races.  Also, you can make your pieces and "mix and match" them, as one needs. Besides, some characters do have robes...as well as the Armor.

Modifié par WebShaman, 23 août 2011 - 04:12 .


#11
Ork_horC

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I assume you mean his link and reference to the '3D Object Converter'? Or is there other info I may have missed in my read-through of the thread?

#12
Raven_Xantrice

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I try to have a look into it! I know that I will stumble soon, because I don't know how it work, but maybe somebody is able to help me than. NOW I'm installing Dawn of War 1. ;)

#13
WebShaman

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Yes, the converter. That should remove the first, major hurdle - converting.

#14
Raven_Xantrice

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Have convert the DoW Model to 3ds but gmax shows me an error and I don't be able to open... maybe one of the converter ways work wrong.

Link to the mdl Model: rapidshare.com

maybe someone could help out!

Modifié par Raven_Xantrice, 24 août 2011 - 02:19 .


#15
OldTimeRadio

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Raven_Xantrice wrote...
Have convert the DoW Model to 3ds but gmax shows me an error and I don't be able to open... maybe one of the converter ways work wrong.

GMax cannot load 3DS models.  That file is...something, but it's definitely not NWN MDL format.  What did you use to convert the DoW model to 3DS?

#16
Raven_Xantrice

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I have a .x file extension, can open with blender and edit, but not to export as a file that gmax like. But the second problem, not much idea of modeling and texturing. I have everthing I need now except that I can export to a format that gmax (with NwMax) like and the know-how. ;)

img17.imageshack.us/img17/8895/firsttry000.jpg

Modifié par Raven_Xantrice, 24 août 2011 - 04:24 .


#17
OldTimeRadio

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Raven_Xantrice wrote...
I have a .x file extension, can open with blender and edit, but not to export as a file that gmax like. But the second problem, not much idea of modeling and texturing. I have everthing I need now except that I can export to a format that gmax (with NwMax) like and the know-how. ;)

Good- so at least you can get it from DoW to Blender.  You have to find a format that is shared between Blender and GMax.  There are a few ways to do this.

Probably the easiest way is to look at this list of import plugins/scripts for GMax.  Find a script that works to import from (whatever) format into GMax and then find an export script for Blender that exports to that format.

That should be the easiest way to acheive your goal.  If you choose the MD3 format, you can find some more information about using it here.  That page is focused on moving files from GMax into 3DS Max but I believe the Tempest plugin for GMax (which uses the MD3 model format) allows you to import and export MD3 with GMax.

Modifié par OldTimeRadio, 24 août 2011 - 05:03 .


#18
Ork_horC

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If all works out and you manage to get a model successfully converted and imported into NWN, I'd be more than willing to help you out with whatever else you need ripped Raven, as they'd undoubtedly include the same models I'm looking for and would save us a lot of time. I just can't really help with the process of finding the right way 'to' do it, but thankfully we have experts here like WebShaman and OldTimeRadio who can help map out what exactly we need and how to do it.

#19
Raven_Xantrice

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Yepp think so too, time to say thank you for the help and helping links! :)

Edit: Blender don't want to export: 3ds: "This Script requires a full python installation" or all other in console "Import Error: "No module named ***" *** = os or struct and so one! Please help!

Modifié par Raven_Xantrice, 25 août 2011 - 02:18 .


#20
OldTimeRadio

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Man, having a copy of Max comes in handy!  You might qualify for a discounted edition, you know.

Here are two options.  This first one might be quicker but I don't like it as much:

OBJ - Here is an Obj importer that should work- I used this years ago, I believe. Read the readme file that comes with it to understand what its limitations are, how to install it and how to use it. Either use native .OBJ exporting in Blender or try this script, if not.

You're going to have to redo smoothing groups on import, probably, but that's not such a huge deal.

This is sort of like a scavenger hunt and there is more than one way to do things.  Just because one way doesn't work, don't get discouraged.  When you find a way that does work, stick with it and keep good notes.  If the OBJ route doesn't work for you, give a shot to the NIF format:

NIF  -
Blender: Info, Plugin
GMax: Info, Plugin (look in the archive for the folder labeled gmax-1.2-plugins-3.4.2

And as a bonus, you'll then be able to load Fallout 3, Oblivion, etc. models directly into GMax.  The NIF plugin for GMax was created by the legendary Tazpn. 

#21
Raven_Xantrice

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Okay, I was travelled for the weekend, but now I have the Model as 3ds File be able to open in gmax, now I have to try get a texture for this (have the orginal texture but don't know if that works so like I want and then I shure have to make animation or can I copy from a standard animation? Don't know anything about this!
Regards and thanks for help!

#22
OldTimeRadio

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Raven_Xantrice wrote...
Okay, I was travelled for the weekend, but now I have the Model as 3ds File be able to open in gmax...

What was the method which finally worked for you- which file format?

...now I have to try get a texture for this (have the orginal texture but don't know if that works so like I want...

What format are the original textures in?  If they're in DDS format, it's going to be the standard DDS format, not the BioWare DDS format.  So you'll need to convert those DDS formats to TGA, then to NWN DDS.  You could leave them as TGA (once you've converted them) if you like, but the BioWare DDS format will compress them and they'll look good without taking up as much resources as a TGA would.

If the original textures are in DDS format, I highly recommend DDS Converter 2.1.  To convert the images to BioWare DDS format, I also recommend this utility, from BioWare.  The link to the BioWare utility goes to the NWVault, so if you have problems with the page loading (they are doing maintenance on the NWVault) keep refreshing the page or just wait a while before trying again.

...and then I shure have to make animation or can I copy from a standard animation?

Just use the existing animations from a creature or player model.  If it were me, I would not try to convert those models over as robes.  It will just sap your free time and enthusiasm and you probably won't get anywhere.  Instead, it will probably be easier to cut that model up into its component pieces.  Then save those pieces out as player parts or attach them to a copy of an existing creature.

The screenshot you provided appeared to show the model as all once piece.  If you're lucky, all those pieces are separate meshes.  If not, you'll have to cut it up.  If you wanted to cut that model up, then you can cut it up in Blender or in GMax.  I just got Blender working but I don't know enough to instruct you on how to do that there. 

Here's how to do it in GMax, though: Select the mesh and then, on the modifier tab, click the plus sign next to Editable Mesh and select Element.  Then click on the arm of your model.  Hopefully it will highlight the model's arm just in red instead of the whole model.  If the whole model gets selected in red then I'm thinking you're out of luck for an "easy" solution and you're going to have to chop it up by selecting individual polygons and then detaching them to get your body parts.  But, if just the arm is selected then you can detach the element to its own, new, mesh.  Look at this image.  A shows you where to get into element selection mode and B shows you how to detach that element to a new, separate, mesh once you have selected it.

Modifié par OldTimeRadio, 28 août 2011 - 06:34 .


#23
Raven_Xantrice

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What was the method which finally worked for you- which file format?

I used a free tool of the web to convert from *.x to *.3ds, this tool is named as Biturn and can be easily download!

What format are the original textures in?  If they're in DDS format,
it's going to be the standard DDS format, not the BioWare DDS format ...


The orginal format of the textures is rtx/rsh but I have a tool of Dawn of War to convert them to TGA and DDS! I Think I simply try it. But I want to have a plt texture or not?

Just use the existing animations from a creature or player model.  If it were me, I would not
try to ...


Hmm want them as armor because that is what is it!^^ I think I try it as different parts,that you mean? Thank you for this help! :)

Edit: Okay my gmax don't work well, I want to have a look earlier! :( If somebody will have a look on this 3ds-Model I will upload! (with TGA Texture too if needed!)

Edit 2: Have upload the Space Marine of WH40K, think the x file is not completed export as 3ds :( look by yourself, please help! The textures are add as TGA, too! Link: rapidshare.com/files/3467506520/wh40k_space_marine_3ds_x_textures_as_TGA.rar

Modifié par Raven_Xantrice, 29 août 2011 - 10:59 .


#24
WebShaman

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And just to set the record straight - OTR is the expert - I am just a novice in training.

#25
Raven_Xantrice

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So much building sites... have to export the .x file correctly to 3ds or another format, which gmax be able to import that I be able to use the NWMAX Script for gmax. Have to animate with it and give it a try and texture it, maybe it will work - but for now thats a long way!
Okay, have look with a seperate 3ds Viewer in the 3ds File: It is correct, but gmax don't import this file correct.. uhm don't know why.
Here a picture of the untextured 3ds model of the space marine:
Posted Image

Edit: Here two pictures of the gmax import of the same 3ds File: The second picture shows that the same model overlay of the other!
Posted Image

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Posted Image

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Modifié par Raven_Xantrice, 29 août 2011 - 01:38 .