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September 2012 Custom Content Challenge: Arabian Nights


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#76
The Amethyst Dragon

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phenix-rising wrote...
I cheated and just made my own textures instead:

If you need wood or other textures for weapons (and other smaller models), feel free to grab these already seamless ones.  I didn't really like the default weapon texture anyway, so I also made some.  Easy to apply, since each is it's own texture file.

Oh, yeah...nice ankus.  That looks like it could be painful.

Shemsu-Heru: Those scimitars look cool.

#77
henesua

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wow... great looking stuff

#78
OldTimeRadio

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@phenix-rising & @Shemsu-Heru - Very nice!

Modifié par OldTimeRadio, 12 septembre 2012 - 05:12 .


#79
phenix-rising

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@Shemsu-Heru: That's exactly what I needed - worked perfectly. I was over-thinking the obvious and making things way more difficult than necessary. Wooden poles coming up...

@Amethyst Dragon: I think I will use your textures. They are really lovely.

Everyone's submissions are great. I am always amazed by the talent and dedication here. Gives me something to strive for!

#80
Shemsu-Heru

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Hindu / Persian Shield

Posted Image

#81
dusty.lane

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This is the first time I'll be participating (I wanted to participate in steampunk, but had no ability to at the time), and I think I am going to make some genie related things for this challenge. Already at work somewhat, but I have an important question, before I can continue, I am doing armor part genie stuff, and I can't seem to get armor parts to work. My other armor I am working on (not related to here) is glitchy when I get it into toolset, and I select it as an armor part, and my toolset errors out and the selection window stops updating and starts flashing wildly until I close it. This is stopping me from working on the genie parts too, as there's the same issue I will run into. Any help would be appreciated on how to fix this! I know this is crazy, but PM me maybe. Uhh, for the advice/help that is. :o

#82
Shemsu-Heru

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@dusty.lane: Welcome!

It's very difficult to venture what could be the problem, with this information.

Are you using a base model? All models in NWN use a base model, in the case of a armor piece it defines things like situation, animations, etc. You can export a similar piece of armor from the game and use its base model, renamed for your model.

Any way this is not the best place to discuss technical problems, It'll be better that you public your own thread for this....

Modifié par Shemsu-Heru, 13 septembre 2012 - 09:39 .


#83
dusty.lane

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@Shemsu-Heru,

Yeah, it was just supposed to be an invested interest type thing, I posted my own thread now, but hopefully being here too, the promise of goodies will get some quick help! Then after that, onto genie awesomeness!

Also, lots of awesome content! It's so beautiful... :crying:

Modifié par dusty.lane, 14 septembre 2012 - 01:25 .


#84
Zwerkules

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I've only made two very similar corner buildings for the building terrain so far, but I've got enough different doors, windows and building adornments finished to make building more houses faster.
I can probably finish the building terrain, but not the palace terrain.

Posted Image

Modifié par Zwerkules, 15 septembre 2012 - 07:48 .


#85
Bard Simpson

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Quality, not quantity, is what counts, at least in my opinion. You are, therefore, kicking some serious butt, Zwerkules. That's looking very nice; whatever you can complete will be greatly appreciated.

#86
Asymmetric

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I have finished the dhow. Here's a toolset screenshots with a npc standing at the bow:

[img]http://social.bioware.com/uploads_project/project_gallery/9000/8527/4761/13389.jpg[/img]

You can download a hak with the placeable version here: social.bioware.com/project/8527/#files (named "CCC_dhow" in the list of appearances). The tileset version will take some more time, as I haven't finished the walkmesh yet.

Modifié par Asymmetric, 16 septembre 2012 - 02:29 .


#87
henesua

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This collection is turning out to be very very good and we're only half way into September.

*drunken slurring in maudlin voice* I love you guys!

#88
OldTimeRadio

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@Zwerkules - Nice work!  I think you had a different screenshot up when I first viewed it, showing some two-story buildings, one with open windows on the second story.  If you're going to leave the windows open, are you planning on making that second story walkable?  Or the roof?  When I saw those windows open, I imagined how cool it would be to put basic arabian furniture in there- whatever that looks like.  Either in the form of placeables or maybe modeled in?  Even if the area isn't walkable, being able to peer into places like that would give a really nice sense of detail and depth.

@Asymmetric - Also nice work!  Looking at that in NWN Explorer Reborn, it's a very slick bit of modeling.  Even more impressive that you're doing it in Blender!  As a Max guy, I've had some real difficulties getting into the paradigm of Blender.  Do you know of any places/documents/links that explain Blander to a person who's only used Max?

#89
_six

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Nice.

#90
Zwerkules

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OldTimeRadio wrote...

@Zwerkules - Nice work!  I think you had a different screenshot up when I first viewed it, showing some two-story buildings, one with open windows on the second story.  If you're going to leave the windows open, are you planning on making that second story walkable?  Or the roof?  When I saw those windows open, I imagined how cool it would be to put basic arabian furniture in there- whatever that looks like.  Either in the form of placeables or maybe modeled in?  Even if the area isn't walkable, being able to peer into places like that would give a really nice sense of detail and depth.


There are two corner buildings with two stories at the moment. Their walkmeshes differ a little. In the first tile the roof of the lower building and the second story of the higher building are walkable, so you can place npcs and placeables there. For the other tile I made the two roofs walkable instead of the inside of the buildings.
The shutters of the windows are controlled by the animloops. The animloops are turned off and if you turn them on, the shutters open.
Since the arabian windows with their rather complex form have about 200 faces for just the front of them visible, it is only possible to look into the buildings from the outside. When inside the buildings, there are no windows there because that would have added far too many polygons. That's why the building which has the upper story walkable has the rectangular windows with the shutters. They have fewer polygons so I could make them visible from the back as well as from the front.
One of the other two story buildings which is not on a corner tile has an open front and a walkable ground floor and can be used as a shop.

Modifié par Zwerkules, 20 septembre 2012 - 08:13 .


#91
Asymmetric

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Alrighty, I've finished the tile group as well (social.bioware.com/project/8527/#files for both files and screenshots). I squeezed it into 3x1 in the standard rural tileset (it will overlap a tiny bit with neighbouring tiles at the bow and the stern). I've also added another railing to both versions.
I've also uploaded the blend file to the neverblender project (social.bioware.com/project/8497/#files) as an example file. That one will override the standard armoire placeable, when exported.


@Zwerkules: Very nice tileset indeed. Can't wait to see it ingame. If you like, you can add the dhow to it. It is probably of more use there than in the rural tileset.

@OldTimeRadio: Thanks. Youn can find the blender user manual for 2.6 here: wiki.blender.org/index.php/Doc:2.6/Manual, but that's a lot to read. For blender tutorials I can recommend:You should stay away from anything below 2.5. The UI has changed too much since then.

Modifié par Asymmetric, 17 septembre 2012 - 10:50 .


#92
Shemsu-Heru

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@Asymmetric:

Great work with the dhow; Do you have plants for a docked version?

And may thanks for the Blender manuals links. I Have some curiosity for Blender Because its looks like a powerfull tool, its free and don't need too much resources to work. But me as OTR I had only work with 3d max, and when i try blender i feel completly lost....

Modifié par Shemsu-Heru, 18 septembre 2012 - 07:50 .


#93
Zwerkules

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Asymmetric wrote...

@Zwerkules: Very nice tileset indeed. Can't wait to see it ingame. If you like, you can add the dhow to it. It is probably of more use there than in the rural tileset.


I was going to ask you for permission to add the dhow to the Abrabian Nights tileset, but hadn't done so yet, because the tileset doesn't have water terrain at the moment and I'm not sure if I can finish it this month.
Well, there's always time for a later update and I'll add the water terrain and the dhow then if I don't get to finish it this month.

#94
henesua

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Asymetric - I applaud you for taking on a project with Neverblender. Thats great.

I hate Blender's UI, but considering that it is free, feature rich, and works on multiple operating systems ... it feels foolish to complain about its UI.

#95
Zwerkules

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A night-time screenshot because the windows' details are better visible at night when there's some light behind them:

Posted Image

I just thought of something. Most of the roofs are walkable and quite close together, so with a few triggers and the jump animation a chase across the rooftops could be possible.

Modifié par Zwerkules, 18 septembre 2012 - 07:06 .


#96
henesua

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Zwerk, I really like the idea of jumping from rooftop to rooftop. That would be a lot of fun.

Nice detailing as well. The windows look great.

Something that I was curious about is your treatment of the crenulations on the wall, and why you didn't make them stepped. I think what you have done works well so this isn't a criticism. I was just wondering about your choice there. Was it purely to reduce polygons or were you going for something else as well?

#97
Zwerkules

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henesua wrote...
Something that I was curious about is your treatment of the crenulations on the wall, and why you didn't make them stepped. I think what you have done works well so this isn't a criticism. I was just wondering about your choice there. Was it purely to reduce polygons or were you going for something else as well?


It was a compromise.
Other desert tilesets have walls without crenulations. I didn't want that, but to make them stepped would have added too many polygons.
It would have worked for tiles with just the walls on them, but the towers, gates and houses next to walls have a lot of polygons themselves so together with walls with stepped crenulations the poly-count would have gotten two high.
It could be okay for a wall crosser though. I'm still not sure what kind of wall I will use for the wall crosser and how high it will be.

Modifié par Zwerkules, 20 septembre 2012 - 08:09 .


#98
henesua

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I understand. I was primarily curious because I know you take pains to be true to the source material which I appreciate that about your work.

-- in other words, this isn't a request for stepped crenulations. I just wanted to know why.

Modifié par henesua, 19 septembre 2012 - 07:37 .


#99
Asymmetric

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@Shemsu-Heru: I think I'm too lazy right now to add a docked version. Perhaps at a later time :)

But I added some minimaps, totally forgot about them before.

#100
Shemsu-Heru

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@Asymmetric: As you wish; any way you have already made a great work with your dhow. Actually a dhow for a tileset was one of my desires for this challege; but I didn't have too much hope to see it realized. Many Thanks.

However, What do you think to add your dhow to the NWN desert tileset; Maybe it'll be a better enviroment for it than the rural tileset. I don't have experience with tilesets but perhaps it'll be an easy task.....