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#26
Rolo Kipp

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<starts getting...>

Bannor Bloodfist wrote...
...
P.S. You can strip anything you wish out of all the CTP releases EXCEPT Babylon, and the CTP Generic Doors. I don't have the required permissions from some of the artists involved with those that would allow me to grant rights to Babylon and the Generic Doors, but everything else is fair game.

We can?! Holy moly... I've left all the CTP alone out of respect for the pain and tribulations you went through. Thought it was all off-limits. Heh.

That's fantastic news. Really give Cestus a headstart on the Citadel, the *original* Citadel... when ever he gets around to it <you still haven't told him, old man>
I will. Got to choose the right moment. <when he's drunk?>
Chemically challenged. Not a bad idea, bird.

<...sneaky>

#27
Bannor Bloodfist

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TheOneBlackRider wrote...

This is not a NWN-tileset. It's still a part of the "seperating Worm's and Sen's awesome Seasonal Forest"-"project" of mine (to reduce the loading time of an area).
Those sand floors/tiles are missing roads and I wanted them to have some roads (to have an alternative to the NWN-desert). So I did take a Worm grass slope tile as a base (adjusting the shape) and added that road plane (with all those troubles I had, which is readable above ;). Somewhere during this process I must have done something to the model, which causes this "X"-issue, because the original grass slope does not have it (of course ;).


Do the grass slopes have a road on them?

So, Bannor: Is that an offer?
I mean, I've clearly reached my limits here. The tile is working - not crashing the toolset or game, but something ist not 100% right and I won't be able to fix it with my knowledge.


If you can send me a copy of what you have, I will take a look at it.  No promises on fixing it all, but at least maybe I can point you to the issue.

#28
Bannor Bloodfist

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Rolo Kipp wrote...

<starts getting...>

Bannor Bloodfist wrote...
...
P.S. You can strip anything you wish out of all the CTP releases EXCEPT Babylon, and the CTP Generic Doors. I don't have the required permissions from some of the artists involved with those that would allow me to grant rights to Babylon and the Generic Doors, but everything else is fair game.

We can?! Holy moly... I've left all the CTP alone out of respect for the pain and tribulations you went through. Thought it was all off-limits. Heh.

That's fantastic news. Really give Cestus a headstart on the Citadel, the *original* Citadel... when ever he gets around to it <you still haven't told him, old man>
I will. Got to choose the right moment. <when he's drunk?>
Chemically challenged. Not a bad idea, bird.

<...sneaky>


Just be aware that all of the CTP tilesets have been raised by at least 1 meter, meaning they will NOT auto-align with any Bioware original tiles.  

You can adjust this in 3dsmax (possibly gmax, but I have not tested it) with the LOK Lifter by Danmar.  Also note that the lifter is not buggy, but you MUST pay attention to what you are doing with it.  It can raise or lower the entire tile, but you must select the tile base and ONLY the tile base, to use it.  You can also only have ONE tile loaded to get it to work correctly.  Note that anything that is 'hidden' may or may not move, so be really careful with that.

Modifié par Bannor Bloodfist, 24 avril 2012 - 06:20 .


#29
Zwerkules

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Bannor Bloodfist wrote...

You can adjust this in 3dsmax (possibly gmax, but I have not tested it) with the LOK Lifter by Danmar.  Also note that the lifter is not buggy, but you MUST pay attention to what you are doing with it.  It can raise or lower the entire tile, but you must select the tile base and ONLY the tile base, to use it.  You can also only have ONE tile loaded to get it to work correctly.  Note that anything that is 'hidden' may or may not move, so be really careful with that.


VelTools comes with a model lifter which doesn't have any problems with hidden meshes. You also have to select the tile base, enter by how many cm the tile should be raised and press the 'Adjust models' button.
There's also a tool which can mirror a whole model, which works well unless you have parts of the tile linked to an animation node.
The 'Set Vertices -absolute' and 'Get Vertpos/Set Vertpos' tools are also very useful.

So everybody who wants to work with NWmax and hasn't installed Veltools yet, should really take a look at it.

#30
Bannor Bloodfist

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Yes, Veltools is one of my favorite set of tools. The downside to it's lifter script is that it does NOT ignore hidden objects. There are many instances where you do not want everything to move, and the LOK Lifter handles that by not moving hidden objects.

There is another difference between them too, but I can't remember which does what. One physically moves the objects, the other adjusts the tile parent I think.

I always, ALWAYS have NWMax, Veltools, and Velmar's TSC loaded. I just manually run the LOK Lifter script when I am doing that specific part of tile adjustment. One of them causes issues with animation nodes (which are children of the base tile node), the other does not.

I think the LOK Lifter is safer overall though. At least that is the one that I always use for tile lifting/lowering. Which doesn't happen all that often anyway.

#31
TheOneBlackRider

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Bannor Bloodfist wrote...
Do the grass slopes have a road on them?


Yes, the grass slope has a road, but it's shaped more pathlike. I tried to adjust it for the sand-slope, but failed... :)
So,  giving it a 2nd thought, in the end, I actually took the original (Worm) sand-slope-model and added the road-plain from the CEP-NWN-desert tileset extension to that slope tile. (To tell you the truth, I tried so many things to get this road+texture right, I really would have to look through all my tries, but I'm pretty sure, that that is, what I did in the end.)

Bannor Bloodfist wrote...
If you can send me a copy of what you have, I will take a look at it.  No promises on fixing it all, but at least maybe I can point you to the issue.


THANK YOU, Bannor! OK, I'll pack up the HAK + a test-mod (small file) and ge it to you. Will PM.

#32
Bannor Bloodfist

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Ok, the red x in game came from not having a proper wok. The faces were all set to an invalid number, which nwmax and the game could not understand. I changed them all to the proper type of 20 for sand.

You do this by selecting the wok, then selecting all the faces, then scroll down the menu on the right hand side until you find surface properties and assign the proper material id number. In this case, it was 20 for sand. In other cases, you would adjust each face to be whatever surface type you want. 1 for dirt, 2 for obscuring (walls for instance) 3 for water, etc. There are multiple places around where you can find those numbers, I won't list them all here.

You were also missing the end tiles as I previously mentioned. I have created them for you now so you no longer need any palette entry to get these tiles to paint, just use the forest sand road option to paint the crossers down.

I did NOT clean up your palette, you will have to do that yourself. But as I mentioned you no longer need an extra entry for these tiles. They will paint automatically now when you paint the road.

I sent you the files I changed, the changed.set and 2 other tiles I fixed and two more I created for you to get it working correctly.

I can't get to the cobble tiles until sometime next week, so it is up to you whether or not you fix them yourself, or wait until I can get back to this.


edit: remind me next time to not touch such a messed up set.  That set is HUGE, and it takes over 5 minutes for me to just load the .set file into Velmar's TSC inside of 3ds max.  With a set that large, it is nearly impossible to find tiles you need to work on... building with it is also horrendous.  It takes forever for the toolset to recognize that you have clicked to paint a different terrain down.  It is no wonder this set is such a speed killer on a PW.

Modifié par Bannor Bloodfist, 28 avril 2012 - 12:28 .


#33
TheOneBlackRider

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Bannor Bloodfist wrote...

Ok, the red x in game came from not having a proper wok. The faces were all set to an invalid number, which nwmax and the game could not understand. I changed them all to the proper type of 20 for sand.

You do this by selecting the wok, then selecting all the faces, then scroll down the menu on the right hand side until you find surface properties and assign the proper material id number. In this case, it was 20 for sand. In other cases, you would adjust each face to be whatever surface type you want. 1 for dirt, 2 for obscuring (walls for instance) 3 for water, etc. There are multiple places around where you can find those numbers, I won't list them all here.


Sorry, I thought, I did that, but must have made a mistake, probably  due to the lack of my experience with Gmax.


Bannor Bloodfist wrote...
edit: remind me next time to not touch such a messed up set.  That set is HUGE, and it takes over 5 minutes for me to just load the .set file into Velmar's TSC inside of 3ds max.  With a set that large, it is nearly impossible to find tiles you need to work on... building with it is also horrendous.  It takes forever for the toolset to recognize that you have clicked to paint a different terrain down.  It is no wonder this set is such a speed killer on a PW.


Sorry, I never used Vel to work with set-files... And yes, that original Worms+SENs-set is huge (but so beautifull)! I already reduced it from 5685 tiles down to a bit under 2990 (and I don't find the time and energy to sort through all those terrain-variations, which are still in). It still takes some time to open within the toolset, but IG it loads MUCH faster and it even loads on elderly machines (with less than 1 GIG of RAM) now.

THANKS for your time and work!

Modifié par TheOneBlackRider, 28 avril 2012 - 11:04 .


#34
TheOneBlackRider

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OK! Finally got it finished!
http://nwvault.ign.c....Detail&id=8144

Thanks to all for sharing your experience and time!