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More TNO Placeables Coming Soon........


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#51
Tiberius_Morguhn

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henesua wrote...
I did mean this in another way. FYI military definitions are typically so far from the original as to be ... ummm... meaningless out of a military context. Thats as mildly as I can put it. :)

Yeoman's work typically refers to hard work that achieved tangible results, because a yeoman is someone who owns their own land and works for themself.
 A yeoman doesn't work for pay but lives by the quality of their labor. So when someone congratulates you for performing yeoman's work, its a compliment. It means that you worked hard, and it shows.


Ah, my misunderstanding.  I had never heard that expression before, so Wikipedia's first response seemingly was not the correct one.  Damn intarwebtubes!!!  Thank you for the compliment indeed.  :blush:

#52
Tiberius_Morguhn

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Rolo Kipp wrote...

<raven looks down on rolo...>

*thud*

<...who just swooned>


And I found a bug already :pinched:  The tilted and tilted/small gems for shapes 2 and 4 are reversed in the templates (actually the model names).  Easily fixed via new template, but makes it confusing to read the 2da.  Sigh.


Oh, and will these work okay?

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Modifié par Tiberius_Morguhn, 20 janvier 2013 - 04:28 .


#53
Daijin

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Awesome!

#54
Zwerkules

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Those look really nice. How about a pile of different gems for hoards so you don't have to place lots of them one by one?

#55
Jenna WSI

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Zwerkules wrote...

Those look really nice. How about a pile of different gems for hoards so you don't have to place lots of them one by one?


+1

#56
Tiberius_Morguhn

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Jenna WSI wrote...

Zwerkules wrote...

Those look really nice. How about a pile of different gems for hoards so you don't have to place lots of them one by one?


+1


Let me see what I can do.  As they exist now, the gems do not have a walkmesh as I assumed (right or wrong) that gems could be stepped on or over.  With a pile, they'll need a walkmesh along with varying pile sizes.

#57
henesua

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Tiberius, you probably only need a walk mesh for a substantial pile. A small cluster that you can walk through seems about right.

Modifié par henesua, 23 janvier 2012 - 02:24 .


#58
Rolo Kipp

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<wiping his eyes...>

Tiberius_Morguhn wrote...
Oh, and will these work okay?

Oh, my dear, dear friend! Those are *sooooo* pretty.

Thank you :-)

<...'cuz there was a mote in them, or possibly a beam>

#59
The Amethyst Dragon

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I finally got a chance to go through the demo module to see the placeables in-game.

Tiberius_Morguhn: You know you're making more work for me, right? :)

I'm going to have to go through this entire package part by part to edit my placeables.2da with lines from yours, replacing default models with some of yours, then taking the rest and merging the lines around what I've already got.

You've done a great job retexturing placables, then adding more options for basically every single one you've retextured.  Add to that brand new stuff...nice!  I especially like the butterflies that look like butterflies now, and the bread that looks like bread. :)  The other stuff rocks, too.

So, when do you plan on coming out with the next update for this?  I have to decide whether to add it to my PW's haks now (they're due for an update in the next few days) or wait just a bit for the next update.

Oh, one minor suggestion.  You've got a very large keg in one room of the demo.  Is it possible to make that one with more polys?  The lower number works for normal barrels, but enlarged like that it looks just a bit too blocky.

Great work!

#60
Tiberius_Morguhn

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The Amethyst Dragon wrote...

So, when do you plan on coming out with the next update for this?  I have to decide whether to add it to my PW's haks now (they're due for an update in the next few days) or wait just a bit for the next update.

Oh, one minor suggestion.  You've got a very large keg in one room of the demo.  Is it possible to make that one with more polys?  The lower number works for normal barrels, but enlarged like that it looks just a bit too blocky.

Great work!


Glad you like the additions and that they're useful!

I'm working on v1.2 currently, but Rolo (blame him, not me :P) has me sidetracked on this months CC - Rogue's Stuff - with some thief-worthy targets.  Should be within a couple weeks, definitely before Valentine's.

I will look over the larger kegs - they were scaled up from the originals but could maybe use some tesselation to get the poly count up.  Thanks.

#61
Rolo Kipp

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<happy as a clam...>

Sure, sure. Blame me.
Meantime, keep piling up them goodies =)

<...but never clamming up>

#62
Tiberius_Morguhn

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Work continues on v1.2 .... some highlights include:

* amethyst gems (shown previously)
* wall levers (shown below)
* placards (one example shown below)
* gem encrusted lootable skulls (shown below populated and looted)
* dragon skeleton for museum or trophy (shown below)

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Modifié par Tiberius_Morguhn, 20 janvier 2013 - 04:30 .


#63
TheSpiritedLass

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*Laughing hysterically over the idea of a dragon skelly trophy.* That is awesome! Nice touch on the looted and unlooted versions of the skulls.

#64
gutwrench66kg

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Beautiful work!

Is that dragon skeleton coming in a version without a .pwk, so that we can hang them from the ceiling, like the pterodactyl @ my local museum, rather than ground mounted like the Brachiosaurus/T-rex?

#65
Tiberius_Morguhn

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usagreco66kg wrote...

Beautiful work!

Is that dragon skeleton coming in a version without a .pwk, so that we can hang them from the ceiling, like the pterodactyl @ my local museum, rather than ground mounted like the Brachiosaurus/T-rex?


The dragon does have a pwk but it moves with z-axis placement, so if you place it up in the ceiling, PCs/NPCs should be able to walk under it.  I tested this with the MoreSigns work I did in case people wanted the signs at the ground or up high - if up high, they can walk under, otherwise not.  Works even if set to a mid-height where gnomes and halflings can walk under but humans and elves can't.

But for your flying request, I'll make another model with wings fully extended and feet/legs tucked up under to make it look more realistic.

#66
henesua

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Tiberius_Morguhn wrote...
The dragon does have a pwk but it moves with z-axis placement, so if you place it up in the ceiling, PCs/NPCs should be able to walk under it.  I tested this with the MoreSigns work I did in case people wanted the signs at the ground or up high - if up high, they can walk under, otherwise not.  Works even if set to a mid-height where gnomes and halflings can walk under but humans and elves can't.


Did you do this with your tables too?

So small creatures can walk under the table but PC races can not.

#67
Tiberius_Morguhn

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henesua wrote...

Tiberius_Morguhn wrote...
The dragon does have a pwk but it moves with z-axis placement, so if you place it up in the ceiling, PCs/NPCs should be able to walk under it.  I tested this with the MoreSigns work I did in case people wanted the signs at the ground or up high - if up high, they can walk under, otherwise not.  Works even if set to a mid-height where gnomes and halflings can walk under but humans and elves can't.


Did you do this with your tables too?

So small creatures can walk under the table but PC races can not.


No, the table pwks are set at base level with the legs, not the top, so that wouldn't work.  Also, none of the tables are tall enough to begin with such that the dimunitive races could get under.  It would be easy enough to fix though I suppose.

#68
henesua

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I don't mean diminuitive races, but animals. Like cats, rats, etc...

Anyway, don't worry about it. Its just something I was thinking about since I remade wizard familiars as innocuous animals (mouse, cat, crow, bat). It gives the game an entirely different perspective when you move through it as a mouse. When I was sneaking around the tavern floor in my mod dodging patrons, it was weird being unable to slip under chairs and tables.

but again. Don't worry about it. Its an edge case that I noticed. Probably wouldn't affect another builder.

--
I think sometime next year  in a different engine - one that uses phsyx - I'll build a tavern scene in which a couple wolves charge through all the chairs and tables and send them flying while the player - playing a cat tries to get away.

Modifié par henesua, 24 février 2012 - 08:28 .


#69
Tiberius_Morguhn

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usagreco66kg wrote...

Beautiful work!

Is that dragon skeleton coming in a version without a .pwk, so that we can hang them from the ceiling, like the pterodactyl @ my local museum, rather than ground mounted like the Brachiosaurus/T-rex?


Inside the dragon section of the museum:

Posted Image

Modifié par Tiberius_Morguhn, 25 février 2012 - 08:19 .


#70
gutwrench66kg

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The awesome just keeps rolling out... the skulls absolutely rock as well!

#71
Rolo Kipp

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<holding up a thumb...>

The wires on the hanging dragon are a masterful touch :-) Beautiful.
Very *very* minor quibble... I'd really like that rich, shiny coffee-brown patina museum skeletons usually have from the varnish they use to protect the bones... <next you'll want some kids initials carved into the leg or bubble-gum under the toenails>
Hey. Not a bad suggestion <*face-wings*>

<...and quibbling>

#72
Khuzadrepa

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I must say, Tiberius, that I love this set. There are some real gems (pun slightly intended) here. Great work, as always!

I do have one bug to report.  The crystals (px2_d08a thru h) don't have .pwk files.  I can walk right into them, and unless you intended it that way for a reason I don't know, that doesn't seem right. ;)

Modifié par Khuzadrepa, 25 février 2012 - 03:04 .


#73
Tiberius_Morguhn

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Rolo Kipp wrote...

<holding up a thumb...>

The wires on the hanging dragon are a masterful touch :-) Beautiful.
Very *very* minor quibble... I'd really like that rich, shiny coffee-brown patina museum skeletons usually have from the varnish they use to protect the bones... <next you'll want some kids initials carved into the leg or bubble-gum under the toenails>
Hey. Not a bad suggestion <*face-wings*>

...and quibbling>


The wires are the "Pull Chain" placeable so that builders can decide if they want them or not.  There is a retextured version in the next release of MTP so you can use the original Bioware pull chain or the new one.  Both look good for this.

Interesting about the coating.  I have not noticed that, but it has been a while since I was in any sort of museum.  Will investigate.

#74
Tiberius_Morguhn

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Khuzadrepa wrote...

I must say, Tiberius, that I love this set. There are some real gems (pun slightly intended) here. Great work, as always!

I do have one bug to report.  The crystals (px2_d08a thru h) don't have .pwk files.  I can walk right into them, and unless you intended it that way for a reason I don't know, that doesn't seem right. ;)


Thank you! 

In regards to the gems, yes, the pwk was intentionally left out.  I assumed two things - either the gems would be in or on something that would have a walkmesh, or (with some imagination) that if they were on the floor then you should be able to step over them or on them. 

Also, I was somewhat lazy in wanting to make the 114 walkmeshes........-_-

#75
Badwater

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TM, now that it works properly, are you interested in having the haks available that incorporate this with CEP 2.4? I can link here or send them to you if you'd like them available for download on nwvault.

I could also create an erf that matches all the appearances so that those downloading don't have to do the legwork that I'm doing.

Modifié par Badwater, 26 février 2012 - 12:20 .