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Rotating Placeables (upside down?) [resolved]


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#1
jackkel dragon

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I've been working on a proof-of-concept for creating Sharn (from the eberron campaign setting) in NWN2 without using custom content. However, I've hit a snag.

Image IPB

Image IPB

It's a bit small, but if you look closely at the upper part of the second image you might see what looks like the side of the "bridge" I've been using. That's because the texture isn't showing up on the bottom of the model, since it's supposed to be under the player rather than above.

Which leads me to my question: Is there a way to rotate a placeable upside-down in the toolset, or am I going to need placeables that specifically use upside-down models?

Modifié par jackkel dragon, 10 novembre 2011 - 05:10 .


#2
Lugaid of the Red Stripes

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Sorry, the things don't flip. You can try to find some sort of placeable with a bottom, like a pallet or or boat or something, and resize it to cover the bottom. It doesn't have to be too pretty, since you won't see it up close.

#3
Guest_Chaos Wielder_*

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Here you are: http://nwvault.ign.c...ols.Detail&id=4

#4
jackkel dragon

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I usually prefer GUI tools, but that MDB manipulator allowed me to rotate the curb model so that the texture was on the "bottom." Thanks for the help!

Image IPB

#5
PJ156

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I had heard that the the placeable have a habit of resetting themselves. It this true or just nasty rumour?

Can rotated placeable be made into blueprints. I guess there is not reason why not.

PJ

Modifié par PJ156, 10 novembre 2011 - 11:17 .


#6
M. Rieder

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That....looks....amazing!!! Now you just need an outhouse and the occasional falling poop vfx!

#7
Morbane

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Jackkel - you seem to have gotten the MDBTool to work relatively quickly - i have had no such luck - can you offer any tips on how you got it working so easily?

#8
MokahTGS

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 I've known about this tool for quite some time....why haven't I flipped boulders, and cave rocks yet??

#9
jackkel dragon

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@Morbane: I'm assuming you know how to use the command line to use the tool, right? After I was able to run the tool, I had the MDB I wanted to flip inside the same folder as the EXE and ran /rotatey=180. (When I tried /flipy the texture was inverted without flipping the whole model upside down.)

I think my run went something like: mdbtool plc_bc_curb008.mdb /rotatey=180

Edit: Before I entered the command above, I navigated to the folder that the files were in with the cd \\<foldername> commands.

Modifié par jackkel dragon, 11 novembre 2011 - 02:48 .


#10
jackkel dragon

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PJ156 wrote...

I had heard that the the placeable have a habit of resetting themselves. It this true or just nasty rumour?

Can rotated placeable be made into blueprints. I guess there is not reason why not.

PJ


I completely forgot to address this. I actually found the placable model I wanted to rotate by looking up the model with the toolset and placables.2da, and placed it in the override folder for testing. However, I'm 99% certain you could rename the rotated model and make it a new placeables.2da entry (and blueprint) to avoid the potential anguish caused by clumsy override use.

#11
PJ156

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jackkel dragon wrote...

I completely forgot to address this. I actually found the placable model I wanted to rotate by looking up the model with the toolset and placables.2da, and placed it in the override folder for testing. However, I'm 99% certain you could rename the rotated model and make it a new placeables.2da entry (and blueprint) to avoid the potential anguish caused by clumsy override use.


Or use the campaign folder I guess.

I could not get this to open so I'm not off to a good start :(

Have you yet tried to rescale your roated object or does that have to bedone in the comand lines?

PJ

#12
jackkel dragon

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PJ156 wrote...

jackkel dragon wrote...

I completely forgot to address this. I actually found the placable model I wanted to rotate by looking up the model with the toolset and placables.2da, and placed it in the override folder for testing. However, I'm 99% certain you could rename the rotated model and make it a new placeables.2da entry (and blueprint) to avoid the potential anguish caused by clumsy override use.


Or use the campaign folder I guess.

I could not get this to open so I'm not off to a good start :(

Have you yet tried to rescale your roated object or does that have to bedone in the comand lines?

PJ


It's still a placeable if you get it to work in the toolset, and it seems to scale like any other placeable. So yes, it does rescale (in the toolset) without resorting to the command lines.

#13
Morbane

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SO - jackkel - the rotated MDB - you did not make a new 2da entry for it? I did not think simply putting an MDB in the override would get it into the toolset.

So it went from no bottom to no top? Just trying to get the full picture...

Modifié par Morbane, 11 novembre 2011 - 08:27 .


#14
jackkel dragon

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Morbane wrote...

SO - jackkel - the rotated MDB - you did not make a new 2da entry for it? I did not think simply putting an MDB in the override would get it into the toolset.

So it went from no bottom to no top? Just trying to get the full picture...


It's good practice to rename the model and give it a new 2da entry, but to make sure it rotated properly I just put it in the override folder. The toolset seems to load everything in the override folder, but only at startup (if you want to change something in the override and see it in the toolset, you have to restart the toolset.)

And you are correct, the model went from having no texture on the "bottom" to having no texture on the "top". So if I look at the rotated model from above, I can see right through it.

#15
-Semper-

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jackkel dragon wrote...

And you are correct, the model went from having no texture on the "bottom" to having no texture on the "top". So if I look at the rotated model from above, I can see right through it.


that's because you simply placed it within the override without renaming and including into the 2da. right now it just overrides the default mdb.

#16
Morbane

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jackkel dragon wrote...

I think my run went something like: mdbtool plc_bc_curb008.mdb /rotatey=180


By the way - seeing the correct line entry for the mdb tool helps emensly :)

That is entered all at once - right? 

#17
jackkel dragon

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-Semper- wrote...

jackkel dragon wrote...

And you are correct, the model went from having no texture on the "bottom" to having no texture on the "top". So if I look at the rotated model from above, I can see right through it.


that's because you simply placed it within the override without renaming and including into the 2da. right now it just overrides the default mdb.


I'm pretty sure it'll still be missing a texture on the top of the model even if I gave it a 2da entry. All I did was rotate the model, I didn't add any extra... whatever adds textures to a model.

Morbane wrote...

jackkel dragon wrote...

I think my run went something like: mdbtool plc_bc_curb008.mdb /rotatey=180


By the way - seeing the correct line entry for the mdb tool helps emensly :)

That is entered all at once - right?


Yes, it has to all be entered on the same line (as in, don't press enter until all of that information is there.)

#18
-Semper-

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jackkel dragon wrote...

I'm pretty sure it'll still be missing a texture on the top of the model even if I gave it a 2da entry. All I did was rotate the model, I didn't add any extra... whatever adds textures to a model.


yes. but with a separated 2da entry you've got 2 different models. one with a texture on top and with the texture at the bottom.

#19
jackkel dragon

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-Semper- wrote...

jackkel dragon wrote...

I'm pretty sure it'll still be missing a texture on the top of the model even if I gave it a 2da entry. All I did was rotate the model, I didn't add any extra... whatever adds textures to a model.


yes. but with a separated 2da entry you've got 2 different models. one with a texture on top and with the texture at the bottom.


Right. I just used the override folder for testing purposes, I'm still going to need to make a new placeables.2da to make sure I can use the original models as well as the rotated ones.

#20
Morbane

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[quote]jackkel dragon wrote...

[quote]Morbane wrote...

[quote]jackkel dragon wrote...

I think my run went something like: mdbtool plc_bc_curb008.mdb /rotatey=180

[/quote]

By the way - seeing the correct line entry for the mdb tool helps emensly :)

That is entered all at once - right? [/quote]

Yes, it has to all be entered on the same line (as in, don't press enter until all of that information is there.)[/quote]
[/quote]
Thanks for the info Jackkel

Modifié par Morbane, 12 novembre 2011 - 09:02 .


#21
kamal_

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How about editing the actual placeables to have proper bottoms. (that sounds naughty.) A better fix.

#22
jackkel dragon

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kamal_ wrote...

How about editing the actual placeables to have proper bottoms. (that sounds naughty.) A better fix.


I wouldn't object to that at all (it could allow bridges at different heights, for example). Unfortunately, the only model editing program I have the slightest idea of how to use (gmax) can't edit MDB files, and I don't know how to change texture surfaces or anything like that anyway. So, if any moddeler wanted to help, that would be nice...