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Project Reforged: Replacement of ALL Default Weapon Models


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#26
Leurnid

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A Kukri designed for general purpose is commonly 40–45 cm (16–18 in) in overall length and weighs approximately 450–900 grams
(1–2 lbs). Bigger examples are impractical for everyday use and are
rarely found except in collections or as ceremonial weapons. Smaller
ones are of more limited utility, but very easy to carry.


You can find examples of most weapons that are dramatically oversized and cannot be used for anything but ceremony, or to hang on a wall.

Kukri have the same size spec as a dagger, and are essentially a knife (single edged dagger) designed for chopping, not stabbing and slashing.

#27
The Amethyst Dragon

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Reforged: Reach Weapons is now available for download.  Enjoy!

(spears, halberds, tridents, and scythes)

#28
henesua

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Bummer that I missed out on this one. Your scythe is much better than the original. Unfortunately my HAKs are already set up and released. I'm not gonna update for a long time.

#29
The Amethyst Dragon

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henesua wrote...

Bummer that I missed out on this one. Your scythe is much better than the original. Unfortunately my HAKs are already set up and released. I'm not gonna update for a long time.

If you haven't already overridden the default models by way of a hak, you can always just recommend using the override folder version player-side. :)

#30
henesua

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I'm using Project Q. So I have to make a few adjustments on the other end to make this work.

#31
Leurnid

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Doesn't the override version just drop in the override folder, so no server side work should be required for players to use the models (they are just bioware reskins)... or am I missing something?

#32
The Amethyst Dragon

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Leurnid wrote...

Doesn't the override version just drop in the override folder, so no server side work should be required for players to use the models (they are just bioware reskins)... or am I missing something?

Normally, yes.

However, since it looks like he's using the Q armory weapons in a hak, the models in the hak take precedence over the ones that might be in the override folder.

Brief look at how custom content works in regards to weapon models (if they have the same file name):

hak (overrides both the override folder and the default game resources)
- - override folder (overrides default game resources)
- - - - default game

If his hak contains models with the same names as the default models and/or the ones in override, the hak ones are the ones that get rendered by the game.

#33
henesua

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Have you given Q the OK to use these? I think they have some people over there picking up the slack. I'd love it if the Q armoury got a facelift. :)

#34
The Amethyst Dragon

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henesua wrote...

Have you given Q the OK to use these? I think they have some people over there picking up the slack. I'd love it if the Q armoury got a facelift. :)

Not yet.  That permission will eventually come, sometime after all of the part of the project have been publicly released for a while.  I'm going to give them time to pick up some votes and feedback on the Vault on their own, before I let them get copied into a larger project.

So far only half of the full project is currently available.  Part five is about to go up for my PW players (light blades), and I'll be starting in on part six (large blades) in the near future after I do some non-NWN stuff (tutoring for someone taking a biochemistry course).  Reforged is ongoing, but being 5/8 of the way done means there is an end in sight...it's just still several months away.

#35
The Amethyst Dragon

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Man, talk about getting sidetracked...been working on things in real life and other NWN stuff for my PW for the last couple of months, and am just now getting back to work on this project.  The next group is an expansive one: "heavy blades" (scimitars, longswords, katanas, bastard swords, greatswords, and double swords).  Lots of replacements to make.

Finally got some time to myself (for a couple hours anyway), plus had the urge to make some progress on this project, so today I got my prototypes done for scimitars and got the first one done for longswords. The longsword alone took almost two hours...I know a ton of people use the things, and there are lots of photos of the real thing out there.

The shots below show the basic longsword during an in-game test. Yes, it's a little thinner than the default one, and yes, the cross-guard is not as hefty (did you know that all the default NWN longsword crossguards have an identical, big ugly grey chunk in the middle?). And yes, that is an actual fuller down the middle of the blade. :P

Posted Image

Posted Image
(Note: click here to get the full-sized version of this pic...it's 934 pixels wide, not 540).

Modifié par The Amethyst Dragon, 29 juin 2012 - 06:08 .


#36
Zwerkules

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Very nice! I like projects like this and creature override compilations that make old mods look better.
I wonder if someone has the time to not just retexture default placeable but replace them by better, higher poly models. That's something that is still missing.

#37
3RavensMore

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Delightful work as always -- everything in this project is fantastic. I had to laugh at the "big ugly grey chunk in the middle" line. That sums it up pretty well.

#38
NWN_baba yaga

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So much better looking most notably the blade and it´s texture. Thanks for doing the swords, my special weapon:)

#39
OldTimeRadio

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That is some really beautiful work, Amethyst Dragon.  It looks perfect, even in the close-up!

#40
The Amethyst Dragon

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Thanks, all.  It was actually rather nice getting back into (re)making more weapons.

Zwerkules wrote...

Very nice! I like projects like this and creature override compilations that make old mods look better. I
wonder if someone has the time to not just retexture default placeable
but replace them by better, higher poly models. That's something that is
still missing.

While higher-poly placeables would be nice in many cases, I've repeatedly been very pleased with how much better the things look even with just updated/upgraded textures.

Although, I will say that remaking any placeable with a globe/sphere/circle with more polys is definitely a plus. B)

3RavensMore wrote...

Delightful work as always --
everything in this project is fantastic. I had to laugh at the "big
ugly grey chunk in the middle" line. That sums it up pretty
well.

I had originally thought that chunk was a "base" for the blades, but it turned out to be part of every "middle".  Getting rid of it automatically makes the blades look longer.  Well, they are a bit longer, because I then extended the blade backwards to join the new crossguard.

NWN_baba yaga wrote...

So much better looking most notably the blade and it´s texture. Thanks for doing the swords, my special weapon:)

I actually put the heavier swords off just because so many people use them.  I figured the lesser-used items (like flails and clubs) could use some attention before longswords and greatswords.

OldTimeRadio wrote...

That is some really beautiful work, Amethyst Dragon.  It looks perfect, even in the close-up!

Thanks!  I make these so they look as good as possible from any distance.  No matter how much you zoom in, these should look nice.  I like when people take screenshots of games, and the better things look up close, the better the scene.  I also play NWN with a lower, and often closer, camera view, so I can see things like ceilings...nicer weapons just help the whole look.

#41
The Amethyst Dragon

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A few things to post today.

First, I plan on packaging up the "light blades" for release on the Vault sometime within the next week.  Just depends on how long it takes to sort all the files, make a demo module, and get some good screenshots.



Second, I'm more than half way done with the "heavy blades".  I have all of the prototype models done except for the bastard swords.  There will be a few minor changes to some of the weapons:

katanas - the blades are now as long as a longsword, and the hilts are straighter - it always bothered me how the default katanas just look like curved short swords

two-bladed swords - the blades are now as long as a longsword - these just look better with more emphasis on the blades rather than the hilt

I'm also lengthening the basic visual effects for these two types of weapons, so the blades can still be entirely covered in fire/acid/etc.



Third, I'm just gonna show off.  You know how sometimes weapons don't look anything like their inventory icons in NWN?  If you take a look at greatsword appearance #4, the middle part looks just bad.  The inventory icons shows dragon-like wings, but the model has only some weird flaps.

Not anymore.  This one took me quite a while to get exactly how I wanted.  You'll want to see this in larger than 540 pixels (I really, really hate that about this forum), so click here for the full sized comparison of original and reforged.

#42
Daijin

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AWESOME!!!! :D

#43
Pstemarie

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This collection just keeps getting better...

#44
3RavensMore

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Love that new greatsword. Awesome...and I want one. ;)

#45
Rolo Kipp

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<saving up...>

Sweet! In a sharp, nasty way :-)

<...to buy skeaver a present>

#46
_six

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My kudos unto you.

#47
Rolo Kipp

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<*laughing her raven laugh*...>

I forgot to vote?! Holy Moly! <you're lazy>
Er, hush. Don't see *you* voting! <you weren't looking. left him ten snails>
Snai... oh, you *didn't*! <heh. 'course i did>
*face palms* He hates me. <nah, they were rainbow snails from the bay of stones>
He'll never talk to me again.

<...*at the old man*>

#48
The Amethyst Dragon

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I like that bird.

Reforged: Light Blades now available on the Vault.

#49
The Amethyst Dragon

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Posted Image

Models done for the next group (heavy blades).  Now onto taking hundreds of screenshots in the toolset to turn into inventory icons.

Shown above is a toolset shot of the basic swords (part 1, color 1 on each).  I am pleased with the results.

Modifié par The Amethyst Dragon, 29 juillet 2012 - 01:34 .


#50
OldTimeRadio

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First, those are really nice.  Your katana looks a little crinkly though.  Is that just an artifact from the screenshot?

Second, I haven't done this in a while and I'm not sure exactly if this will work for what you want, but if you use Acaos's last version of the NWN Explorer Reborn and go into File->Options in the "Model Projection" section there might be some tools to help automate the process of making inventory icons, or at least certain kinds of them.  In conjunction with those settings, you can right click on a model in the left hand list view and if you select "Export TGA", I believe it will save a screenshot of the item based on the parameters set in the "Model Projection" options. 

So, for instance, set a certain fixed viewport size and viewing distance, rotation, etc. and then go through the models one by one, right clicking and "Export TGA" on each. I could have sworn there was a way to batch even this process but I can't seem to remember what it was, if it existed.  Workflow would finish up with you loading each and removing whatever obnoxious background color you chose to replace with alpha in GIMP, etc.

Again, not sure if that's going to benefit you much because I don't think there's an easy way to load all parts of the model in Explorer like you can in the toolset.  FWIW.

Modifié par OldTimeRadio, 29 juillet 2012 - 02:22 .