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#376
ColorsFade

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andysks wrote...

Well, that's just... *%#! up right? You have my sympathies. I know how it feels to lose work. If you still missing files I got the version you sent me, which I guess is the final of the prologue? In any case, I hope you'll get back to it with the same passion despite the unfortunate incident.


It's fine. Nothing is lost; I just didn't have all the files backed up to dropbox. All of the Scornubel mods were still on the HD. But my BIL got me access to the drive and I was able to upload all of it to my account.

As soon as the new machine arrives I can get back to work.

Hopefully I can get the prologue out the door by next weekend, and then get back to modding Scornubel.

#377
ColorsFade

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MX18 arrived today! Installing NWN2 now... Back to modding soon!

#378
Eguintir Eligard

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Awaiting a spiffy prologue to wet the appetite

#379
ColorsFade

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Working on it. Prologue is finished, but I'm having issues getting it out for public consumption. My brand new laptop just had the LCD go dead....

Soon as I can get the files up on Nexus and Vault I'll post a separate thread.

Spending today trying to get my toolkit back in working condition (using my TV as a monitor... doh)

#380
ColorsFade

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Boy, the forum change was a shock. Yikes. 

 

Anyway, publishing the prologue! Will update as it gets finished. 

 

A heartfelt thanks from me to all of you on these boards who helped me over the past year with the toolset and modding. I learned a ton from all of you. I tried to credit everyone by username when uploading to the Nexus. Sure I missed someone; it wasn't intentional. 

 

On to Chapter 1... 



#381
Eguintir Eligard

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I couldn't even find nwn2 at first and was locked out of the old forum. I trust there will be  a post here when with link when I can start prologuing. :wizard:



#382
ColorsFade

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Yep! 

 

http://forum.bioware...g-sky-prologue/



#383
ColorsFade

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Journal Update

 

PJ's placeables cornucopia is saving my butt...

 

My goal for Chapter 1 was to get all the areas done before I started in on all the encounters. I was aiming for an area per day for the month of March, but I'm going to come up short due to some time spent on the following area. 

 

This area is for Arkaras, the Shipwright in Scornubel. When I was putting together the docks for Scornubel, I ended up using the Mulsitanir Sloop building for the exterior, on account of it looks like an upside-down ship, and it just says "shipwright" to me. It's a big building, and could potentially work as a shipwright's space. I added some exterior placeables that make it look like it has two large doors that swing open large enough to slide a ship out. 

 

The trick, however, was building the interior. I started on that and wasn't sure what to do. Then I found the Building Construction Kit stuff. It was sketching getting it loaded, but then I I got turned on to PJ's placeables. With his 2DA, everything works. 

 

Next came the camera issue. Anyone who has worked with the BCK to make an interior probably knows what I'm talking about, how the camera ends up on the other side of the walls. Not good. Fortunately, again, PJ has the SGK Walkmesh helpers, which one can use to make the walls "block" the camera properly - except when in "Strategy" mode. It still shows up on the other side of the wall, but I'll live with it, because it looks cool (at least to me). 

 

 
13199681614_eabc438f76_o.png
 
13199715984_fdf1248586_o.png
 
13199391265_ee95378ae1_o.png
 
The problem I have now is that I have one corner of the area, near the door, that isn't walkable. 
 
At first, the whole thing wasn't walkable. Then I had to remind myself, having not been in the toolset for a while, that too many placeables in an area is an issue. So I converted almost everything to an environmental object and surely enough I had a walkable surface. But there's still one area - a squarish shape it seems - that isn't walkable. At first, I thought it might be platform beams, which I've shrunk and am using as an overhang above the office and blacksmithing areas. The blacksmithing area is fully walkable (except for what's cutout with a cutter), but the office area is totally unwalkable. I removed the beam and re-baked, but still no joy. So I put the beams back in. Haven't figured it out yet, what the matter is... Might have to start removing placeables (even though they are environmentals) until I can figure out what the deal is. It's an external area so I'm not quite sure what's up. I've never had an external area not be walkable after baking. But then again, I've never built anything quite like this before. 
 
Meanwhile, I've been downloading a lot of prefabs, in an attempt to get all the areas done for this chapter. There are a lot of interiors, and I figure why build these from scratch when the community has provided so many good inns, taverns and houses. Small tweaks here or there and that covers a lot of the interiors, which leaves me free to focus on building exteriors from scratch. 
 
Feels good to be back in the toolset, and being productive, now that the Prologue has been released. 


#384
Tchos

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What are you doing with the walkmesh helpers to make them block the camera?



#385
Eguintir Eligard

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Don't waste your time moving or deleting environmental objects. They have no collision and can't possible intefere with the walk mesh.

 

Since its an out door area two things occur. #1 are you building into the blocked off 2 tile buffer of non walkable terrain? Or did the brush somehow paint the area non walkable?



#386
ColorsFade

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Don't waste your time moving or deleting environmental objects. They have no collision and can't possible intefere with the walk mesh.

 

Since its an out door area two things occur. #1 are you building into the blocked off 2 tile buffer of non walkable terrain? Or did the brush somehow paint the area non walkable?

 

Nope on either case. I'm well within the outside, border, and you can clearly see the walkable part is only within the building: 

 

13203643853_a2f92fa0d4_o.png
 
That's why I am at a loss. 


#387
ColorsFade

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What are you doing with the walkmesh helpers to make them block the camera?

 

I make them really big, and then bump them up against the walls (actually, just inside the walls, otherwise you can get creep from the walls themselves). They are set, as well, to Dynamic Collisions (that is how the blueprint is setup, and it seems to be necessary, from my experiments). 

 

The outer area is painted black. The roofs turn transparent when the camera gets close, and you can see "outside"  a bit, but all you see is black, pretty much, so that's okay. The horizon is a dark blue. I'm trying to see if I can make it black too, without setting the area to "night", because setting it to night causes the ship and ship's sails to have their purple night-tint appear, which isn't what I want. 

 

13203644573_4b7a9b50bf_o.png
 
As I said, this works fine in Exploration mode or Character mode. Not so well for Strategy mode. 


#388
ColorsFade

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No idea why it works, but the bake works now. 

 

I decided to check all the textures, and I didn't have 5 textures per square. I had four squares with 6, textures, 6 textures, 5 textures, and 4 textures. The two 6-texture squares only have 5 textures in common, so I used the Swapper to make them have the same 6 textures. Then I removed one texture by swapping it for one of the other five. 

 

Then I made the other two squares, the 4- and 5-texture squares, have the same textures as the first two. Once all four squares had the same textures, I re-baked and the walkmesh worked. 

 

No idea why that would matter... but it seems it did. Happy now. 

 

Oh, and I found the properties for the day/night settings and was able to make everything black outside the building. Still isn't perfect for "Strategy" mode, as you can get the camera (quite easily, I might say) to be outside the building. But I don't care. It looks how I hoped. 

 

I wish I had a ship without a mast and sail on it, so I could lower the roof just a tad, but I'll take this. Because when I started, I had a regular interior and a ship that listed side-to-side like it was in the water, and I was thinking to myself, "There's no way you're going to be able to make your vision a reality on this one. Might have to skip the shipwright's interior after all." 

 

But no, now I have one :)



#389
kamal_

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That's a nice looking area. I recognize those drydock pieces, recently used them myself.



#390
ColorsFade

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Thanks Kamal! 

 

I am really happy with it. I am glad that the toolset has so many textures you can paint down. Painting down flooring? Very cool.

 

And the BCK really opens up the doors for a lot of interesting areas with all the different placeables it supplied. I'm excited to see what I can do with some of the areas that are coming up. 



#391
Tchos

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I make them really big, and then bump them up against the walls (actually, just inside the walls, otherwise you can get creep from the walls themselves). They are set, as well, to Dynamic Collisions (that is how the blueprint is setup, and it seems to be necessary, from my experiments). 

 

Dynamic collisions on walkmesh helpers?  Are you sure you're not talking about collision boxes?  I don't see why walkmesh helper blueprints would be set to dynamic collisions, as that would prevent them from acting as walkmesh helpers.



#392
ColorsFade

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Dynamic collisions on walkmesh helpers?  Are you sure you're not talking about collision boxes?  I don't see why walkmesh helper blueprints would be set to dynamic collisions, as that would prevent them from acting as walkmesh helpers.

 

Yes, collision helpers. That is what I meant. So sorry for the confusion.  

 

http://nwvault.ign.c...l.Detail&id=332



#393
ColorsFade

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They show up under the "walkmesh helpers" section in PJ's Placeables, so that is why my brain was thinking "walkmesh". 



#394
Tchos

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Judging from the linked page, the author says that the only useful one for dynamic collisions is the cube one since the other shapes seem to simply use the bounding box, but if that's the case, then I would recommend not using these for dynamic collisions at all, and instead using the stock "collision box", because other commenters and the author mention that these objects can shimmer red at certain angles and intersections as the stock walkmesh helpers do, because the author used the stock walkmesh helper object as an invisible base.



#395
Eguintir Eligard

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Hey I like this tall ship house. It's different and looks good, strategy camera impaired or not.

 

For the future if you ever need minor adjustment to 3d models, such as the deleting of a simple mast or something, that is one of the few limited things I can do with 3d studio in regards to NWN2. I can also stop animations, such as the rocking of the boat.

 

Let me know in the future if you have a major landmark that really could use a tweak I may be able to help.



#396
PJ156

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I used those posts too but I used the burnt roof timbers, what did you use?

 

PJ



#397
ColorsFade

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Hey I like this tall ship house. It's different and looks good, strategy camera impaired or not.

 

For the future if you ever need minor adjustment to 3d models, such as the deleting of a simple mast or something, that is one of the few limited things I can do with 3d studio in regards to NWN2. I can also stop animations, such as the rocking of the boat.

 

Let me know in the future if you have a major landmark that really could use a tweak I may be able to help.

 

Thanks Eguintir! 

 

I almost opened up a thread asking for a submission. Glad to know! I will definitely not hesitate to ask next time :) I very much appreciate the offer!



#398
ColorsFade

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I used those posts too but I used the burnt roof timbers, what did you use?

 

PJ

 

The PLC_AR_SupportBeam from the Dragonlance placeables. Reduced in size, of course. 



#399
andysks

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The gigantic beam! :)



#400
OfficerDonNZ

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The shipwrights looks good! After seeing a program with narrow boats being worked on in a dry dock I can say that your interior dose look like a dry dock where you'd see a ship ether being built or repaired :)


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