New Building Placeable Imports
#226
Posté 21 février 2014 - 10:33
( But it's the cloven vs hoof problem)
I've reviewed a lot of files and there are distinct groups of animation tweaking required later.
Before anything I wanted to be sure that there would be standardized skeletons in the Nwn closet.
Nothing new yet, I figured that this skel would just be necessary before doing others.
Did you consider a two tier hierarchy for the bear skel?
I mean who could resist the dancing bear animation. (see dodge, I believe)
#227
Posté 22 février 2014 - 05:15
I did get a decent ox skeleton completed.
In fact, two.
A Bioware standard and a modified version (probably a lot more if I really look)
It seems the model c_ox was positioned in a slightly non-neutral stance. If I adjust the original stance, it would screw up a lot of hard work by others before me. Does any one know why it is like that?
<edit>
So,
In effort not to re-invent the wheel:
c_ox or c_a_cow ? c_a_cow is positioned much better for these meshes....
And,
When/who created the "c_a_ " series ?
btw
the other anims referred to above are in the c_bear model of data\\models_01.bif
Modifié par Killmonger, 23 février 2014 - 06:53 .
#228
Posté 24 février 2014 - 11:12
Also, most of the DAOC meshes had a unique format where I had to apply the textures by hand. I found a short way to do that in Blender compared to the long round about way I had been doing it with Blender and Milkshape. KM and DG should also now have all the animals from DAOC - 33 different base meshes plus alternate textures for 50 more or so wildlife to work with.
Working on some more to send their way - when they finally get done and everything gets released, it should be an awesome thing to see.
#229
Posté 24 février 2014 - 03:59
#230
Posté 24 février 2014 - 05:09
#231
Posté 24 février 2014 - 05:28
Can't wait to see these in game.
#232
Posté 24 février 2014 - 06:53
#233
Posté 25 février 2014 - 05:20
Yeah, I can barely wait to see these in Nwn too...
But there is little to actually see just yet as I am working on skeletons. <but screenies will come soon>
Yiikes.....
Now they've gone and changed the forum <more learning curves>
#234
Posté 26 février 2014 - 07:59
![]()
Can't seem to upload a screenshot from dropbox
Grr
#235
Posté 01 mars 2014 - 03:39
Sorry for the delay RL stuff slowing process. Can't seem to upload pics anymore. Did something change?
#236
Posté 01 mars 2014 - 04:11
Sorry for the delay RL stuff slowing process. Can't seem to upload pics anymore. Did something change?
Yes. All images need to be hosted elsewhere, and you supply a link.
#237
Posté 11 mars 2014 - 03:51
Anything new to report Dray or Killmonger? Just had to ask wanted to bring this thread back up top, you may want to start a new thread to more accurately cover this animal project as it is no longer placeables. If you need someone to post screens for you just PM and I will give you my e-mail and I will start posting them up for you as you send them.
- henesua aime ceci
#238
Posté 13 mars 2014 - 09:41
Still nothing heard from Darygoth or Killmonger, but I'm finally working again on finishing the "earth" project started last year, last seen with the mines and quarry models back on page 7. While not as interesting as the large buildings I started with or the new animals, I think they'll still prove useful to add to the variety of the landscape.
There's about 130 different rocks I can bring in plus a few resource nodes simular to WOW's. Some of the items are simple retextures of the same mesh, as seen in the sample below. That will speed things up a little. I'll try to get a couple more pics up this weekend - in editor or in game.
Textures are divided into groups - artic, arid, temperate, tropical, ocean and coral.
One thing before I start importing them is to ask a question of the members interested in using these. What size sounds good in general? I'm thinking for most of them a bit bigger than standard human height, say 8-10 foot tall. Bringing in multiple sizes of each would really increase the size of the hak due to the large number of base items, so I think I'd like to avoid that. Experienced modders can of course do so on their own. Thoughts on the example below to start with?

- OldTimeRadio et Anamorphose aiment ceci
#239
Posté 13 mars 2014 - 11:51
- Randomdays aime ceci
#240
Posté 16 mars 2014 - 08:36
Relearning from last year, but luckily I can use the sub walkthru I had done for PHoD and some notes I took. Speed should pick up as work goes on.
Here's the artic version of the rock from above. If I don't see any comments, I'll make the other versions this size as well before moving on to the next set.

#241
Posté 16 mars 2014 - 11:01
Randomdays: It's a nice rock, but I would prefer a higher resolution texture ![]()
- Zwerkules, rjshae et 3RavensMore aiment ceci
#242
Posté 16 mars 2014 - 04:52
Since these are imports using premade meshes and textures I don't know what I can do about upping the resolution.As it is now, its a 512x512 texture, 1 meg in file size and about equal in quality to standard NWN. Enlarging the mesh so much may make the texture a little stretched - I'm thinking of changing the size to about 75% of what it is in the screen shot.
Posting a pic of the texture below so you can see it does have some detail to it. For myself, the quality is okay and I really can't see taking the time to retexture over a hundred rocks

- OldTimeRadio et henesua aiment ceci
#243
Posté 16 mars 2014 - 06:14
Agreed. That looks good enough for some rocks.
#244
Posté 16 mars 2014 - 06:45
These rocks (and everything else I've seen so far) look great! Do you happen to recall what the dimensions of the PWK are for that rock you posted here? Would something where the overall PWK footprint was at or under around 200cm² look too small for what it is? If so, how about 300cm²? I had a problem with big rock placeables from TQ and eventually turned them into tiles. Which was not without its own set of difficulties, unfortunately.
#245
Posté 17 mars 2014 - 01:16
Thanks OTR,
Still relearning things, so guessing at what you're saying, the box part of the pwk is 465x550x380 for xyz dimensions. The actual pwk is a lot smaller inside the rock and only a little bigger than the base, a little over 100. It started out as slightly larger than the rock but as I adjusted the size of the rock mesh it grew while the pwk stayed the same.
Everything seems to be good ingame though.
#246
Posté 17 mars 2014 - 05:07
A couple of pics of the new slightly smaller rocks


- OldTimeRadio, henesua et Rolo Kipp aiment ceci
#247
Posté 17 mars 2014 - 06:54
They look much better now! ![]()
#248
Posté 17 mars 2014 - 03:32
Seconded. Lovely.
#250
Posté 20 mars 2014 - 08:02
Keep rockin' on!





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