So, I'm making a maodule with a Celtic/Arthurian theme. The Dragon Age setting is already very Northern European, but there are a couple of placeables that make a more distinctively British Isles feeling, such as
Standing Stone of various types (including Stonehenge type menhirs and dolmens)
Celtic Crosses of various sizes (particularly the large type that were meant to compete with standing stones in Ireland)
Fairy Circles and Shamrocks
2-d vine placeables
Fall foliage!
I remember these from the NWN1 CEP (with which I started the unfinished module that I'm now starting again in DA). Is there a simple way to extract the models from NWN and use them in DA (probably reskinning would be necessary given advancements in resolution)? I'm a bit of a modeling noob - I tend to focus on the scenic design and story - so any help would be appreciated. Anyone undertaking a DA CEP?
[REQ} Celtic/Arthurian Placeables
Débuté par
Qutayba
, nov. 23 2009 06:36
#1
Posté 23 novembre 2009 - 06:36
#2
Posté 23 novembre 2009 - 04:54
I think they may have been my models - initially from the Tir na n'Og tileset, although earlier versions were released on the vault before the full tileset. (It had standing stones, my earlier trees, flowers and some ivy type placeables - from memory)
nwvault.ign.com/fms/Image.php <- that was my first hak for NWN1
There is currently no way to export new models to get them in game. From what Adinois and Tazpn report, the necessary tools should be feasible, and they are working on them, but they may take a number of weeks.
I have refrained from any modelling work until the tools are working and we have a workable model structure etc.
I may work on something like this again when the time is ready - i always have had a soft spot for Celtic themed environments.
martin
nwvault.ign.com/fms/Image.php <- that was my first hak for NWN1
There is currently no way to export new models to get them in game. From what Adinois and Tazpn report, the necessary tools should be feasible, and they are working on them, but they may take a number of weeks.
I have refrained from any modelling work until the tools are working and we have a workable model structure etc.
I may work on something like this again when the time is ready - i always have had a soft spot for Celtic themed environments.
martin
Modifié par Martin E, 23 novembre 2009 - 05:10 .
#3
Posté 23 novembre 2009 - 10:11
I happened across this thread while looking for an answer to my question:
So there is no way currently, to add custom models into DA? TIA.
So there is no way currently, to add custom models into DA? TIA.
#4
Posté 23 novembre 2009 - 10:35
Tazpn's project page is here: social.bioware.com/project/218/&v=discussions#details
Adinos has a model manipulator project: social.bioware.com/project/41/
I haven;t tried either of them to date - but I think both need more work before we are at the stage of being able to form and export new 3d content (even longer for any models that include animation).
Martin
Adinos has a model manipulator project: social.bioware.com/project/41/
I haven;t tried either of them to date - but I think both need more work before we are at the stage of being able to form and export new 3d content (even longer for any models that include animation).
Martin
Modifié par Martin E, 23 novembre 2009 - 10:37 .
#5
Posté 24 novembre 2009 - 04:21
I think there will be a way to use custom models, but I understand your reluctance to dive in before the toolset issues are resolved.
And yes, it was the Tir Na Nog hackpack (I think they were incorporated into the CEP, but I was a fan before that happened). It's amazing how a few inspired placeables can alter the atmosphere of an area, and yours were perfect. I always thought it a shame that I never finished the NWN1 module, but new games came along and module-building takes a long time, even for a short one. Since it's the beginning of the DA cycle, and my story is already worked out, it might get finished this time. I'll keep an eye out for your projects, Martin E.
And yes, it was the Tir Na Nog hackpack (I think they were incorporated into the CEP, but I was a fan before that happened). It's amazing how a few inspired placeables can alter the atmosphere of an area, and yours were perfect. I always thought it a shame that I never finished the NWN1 module, but new games came along and module-building takes a long time, even for a short one. Since it's the beginning of the DA cycle, and my story is already worked out, it might get finished this time. I'll keep an eye out for your projects, Martin E.





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