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Back to Basics - Making a Smithy


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#26
WebShaman

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I just had an eyegasm! o_0

#27
Pstemarie

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Tyndrel wrote...

If you can spare the time this would be a great tutorial.


That's not a bad idea...

#28
Pstemarie

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Tutorial uploaded. Its long so I turned it into a PDF rather than try to post it here in the forums.

http://social.biowar...t_file_id=13568

Modifié par Pstemarie, 05 janvier 2013 - 05:55 .


#29
Rolo Kipp

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<smugly...>

Added (with permission!) to the CC Maker's Reference.

Great tute!

<...thankful>

#30
Pstemarie

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I've run into a slight snafu with the coals in the forge. I want to have them glowing but can't remember for the life of me how to do it. I tried setting the Self Illumination Color to orange but that didn't do the trick. Any ideas?

Found it in an old tutorial from Tom Banjo - its an Aurora DLight I need.

Modifié par Pstemarie, 05 janvier 2013 - 09:33 .


#31
Borden Haelven

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you can use the texture from my powered kiln if you want. :)

#32
Pstemarie

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Borden Haelven wrote...

you can use the texture from my powered kiln if you want. :)


Thanks for the offer. I've got a texture already. What I'm trying to do is backlight the coals so that cast a mild glow and a soft light. I know AuroraLight is the way to go but I can't seem to get the illumination to work at all.

#33
The Amethyst Dragon

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Pstemarie wrote...

Thanks for the offer. I've got a texture already. What I'm trying to do is backlight the coals so that cast a mild glow and a soft light. I know AuroraLight is the way to go but I can't seem to get the illumination to work at all.

A couple methods I can think of for this.

A) Make the section with jus the coals self-illuminated.

or

B) Make the "glowing" parts of the coals transparent or semi-transparent with an alpha channel on the texture.  Just underneath, add a chunk that's self-illuminated and has the default NWN lava texture.  This one might help the coals seem to shimmer a little, as the related .txi for the lava provides slight movement.

The AuroraDLight should illuminate other objects.  Just keep the "flare" out of it. :P

#34
Pstemarie

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Giving up on the AuroraLight for now. If someone wants to take a stab at it I'll be glad to send them the model to play around with.

#35
Tyndrel

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Thank you, that tutorial is seriously impressive. :)

#36
NWN_baba yaga

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about the aurora Dlight. Why not hide all your geometry/ import the forest big tile feature, remove everything except 1 always on tilelight and set your own preferences for it/ unhide all your geometry again and add it to your base? Thats how i do it when the exporter screws up my new created custom lights.

Modifié par NWN_baba yaga, 06 janvier 2013 - 09:04 .


#37
Pstemarie

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Here's a shot of the finished smithy as it appears in game. The village is comprised of the DLA (TNO) Thatch Houses and the Project Q Thatch Hall. The well is another custom piece I made because I wanted the village to have a communal water source that was centered in a cobblestone courtyard. The cobblestone road is a re-texture of the DLA (TNO) Road terrain. I have added chimneys to all the Thatch Houses with Tom Banjo's fabulous smoke emitter he made for Project Q.

Image IPB

Modifié par Pstemarie, 06 janvier 2013 - 03:04 .


#38
Rolo Kipp

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<getting his...>

Pstemarie wrote...

Giving up on the AuroraLight for now. If someone wants to take a stab at it I'll be glad to send them the model to play around with.

Shoot it! =)

<...flint and steel ready>

#39
Pstemarie

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Rolo Kipp wrote...

<getting his...>

Pstemarie wrote...

Giving up on the AuroraLight for now. If someone wants to take a stab at it I'll be glad to send them the model to play around with.

Shoot it! =)

<...flint and steel ready>


LOL. I've tired everything I can think of to get that damn light to work. I even went so far as to...gasp...text-edit the model and paste in a working light node from another model. Guess what - it refused to work! :blink:

#40
Zwerkules

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Pstemarie wrote...

The cobblestone road is a re-texture of the DLA (TNO) Road terrain.


Is that road an extra crosser made from the road crosser or did you replace the texture so the roads will be retextured in the whole tileset?
I don't like the texture DLA used for the roads and your retextured ones look far better.

#41
Pstemarie

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Its a set of replacement textures. I've uploaded them in the spirit of sharing B) You'll also want to change the WOK material on the H-Series of tiles from "dirt" to "stone". I can upload my tiles if you want, but they have the Project Q foliage on three of them.

http://social.biowar...t_file_id=13570

Modifié par Pstemarie, 06 janvier 2013 - 04:32 .


#42
Rolo Kipp

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<wiping his peepers...>

Pstemarie wrote...
LOL. I've tired everything I can think of to get that damn light to work. I even went so far as to...gasp...text-edit the model and paste in a working light node from another model. Guess what - it refused to work! :blink:

I'd like a crack at fixing that light. Got them working well on the treasure hoard...

<...in an effort to be clear>

Modifié par Rolo Kipp, 06 janvier 2013 - 04:52 .


#43
Pstemarie

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<feeling really stupid atm...>

File will be sent shortly.

#44
Frith5

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Great looking results! Hey, it's be cool to be able to turn the smoke on and off on houses by script. Is that possible?

#45
Pstemarie

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The smoke on all the houses is linked to the AnimLoop1 animation on the tiles. Therefore, you should be able to turn it off by script.