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New Building Placeable Imports


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#251
YeoldeFog

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A minor request to Randomdays: Would you like to make a set with rocks with this texture: http://www.erebaltor.se/other/rock.tga ? I use that texture alot and would greatly benefit from having the stones with that texture! :)

 

A got it from Zwerkules tilesets so credit goes to Zwerkules!



#252
Randomdays

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Fog, texture downloaded. I'll apply it to a few rock shapes once the set is done.

 

Rockin on.... 2 more rocks, one has 7 retextures and the other 5. The second one is a bit smaller for a little variety.

 

rock06_zpscd1e79a6.jpg

 

 

rock07_zpsb353434e.jpg


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#253
KlatchainCoffee

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Always good to have more differnt rocks and you don't need to animate them either (unless they actually turn into a rock troll when triggered). :D

 

:D



#254
YeoldeFog

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Fog, texture downloaded. I'll apply it to a few rock shapes once the set is done.

 

 

Let me correct that... "I'll apply it to ALL rock shapes once the set is done" :D

I really hope you'll do that, I love your rocks! ;)



#255
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Fog, that will probably need its own hak then.

 

2 more rocks below, each with 5 reskins.

 

Rar'd up, this puts the hak at around 20 meg. I'm going to split the rocks here into two haks and say this one is done. The 1st hak will contain about 47 rocks, the mine, buildings and Skull rock from page 7 of this thread, plus an updated placeables.2da for all the items in the hak as well as some of the ones that will appear in the other half. Expect a lot of "model not found errors" as is. The 2da also has all the entries from the previous EE haks as well.

 

This will work fine as is, but it can be considered version 1. As static they work fine, but for useable they don't have any destruct nodes set up and I had a problem making the use nodes work as well for some reason.

 

If someone with some more skills wants to take the hak and update it with the destruct and/or working use nodes, let me know and I'll send it your way before release. I'll wait a couple of days to see if I get a response and work on part 2 in the meantime.

 

rock08_zpsc0f936cc.jpg

 

 

rock09_zps10f80b8c.jpg


  • Rolo Kipp et Anamorphose aiment ceci

#256
Randomdays

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Most of the larger groups of reskins are done. The remaining rocks are either unique or have only one or two alternate skins.

 

Experimenting with one rock to see if it would look good as an alternate cliff face when moved in the right spot. There are 3 rocks in the picture below - a string of these with different rotations on them would give some variety to the new cliff face. There are also two alternate skins for this rock. The next thing to do for these is to flatten the top a bit to make it fit better.

 

cliff_zps4f33385f.jpg


  • Anamorphose aime ceci

#257
Randomdays

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A tweak of the cliff rocks, plus a pic of the rock its based from and its two alternate skins, and one more alternate rock behind it. Still more on the way.

 

cliff2_zps064e9af5.jpg

 

rock09_zps36070545.jpg


  • henesua, YeoldeFog et Anamorphose aiment ceci

#258
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The 3 different cliff replacements in their final form

 

rock11_zps35e2fe38.jpg

 

 

rock10_zpsb548634a.jpg

 

 

rock12_zpsba2470ca.jpg


  • Rolo Kipp, CaveGnome et Anamorphose aiment ceci

#259
Randomdays

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Closing in on the end....some more rocks for your head I did this week when I had the time. For EE3 only about a dozen "ocean" themed rocks left. EE2 has only a few additional rocks and a group of resource type nodes

 

 

3 different rocks with 2 different textures

 

newrock1_zps6edb10aa.jpg

 

5 new rocks at different sizes

 

newrock2_zpse33ba99c.jpg

 

 

1 retexture of a previous rock to the left, 2 retextures of a previous rock to the right, and 2 retextures of a nice ivy covered rock in the back.

 

newrock3_zps1fd44b0c.jpg


  • Estelindis, Rolo Kipp, YeoldeFog et 1 autre aiment ceci

#260
Randomdays

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Just about done with the EE3 imports. Since there's only a few EE2 models to do the hak could be done in a couple of days. I never got a response on anyone on the usenode problem, but I think I might have figured that out.

 

Below, 12 "ocean" rocks that could go in the sea or an underwater map, plus 10 coral formations for underwater maps.

 

newrock3_zpsf8a32eed.jpg

 

 

newrock4_zpsac231338.jpg

 

 

newrock5_zps460e42a9.jpg

 

 

newrock6_zpsdd2f5d32.jpg


  • rjshae, YeoldeFog et Anamorphose aiment ceci

#261
YeoldeFog

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Really nice stuff!



#262
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And.......it's done! I'll probably go through them again and try to fix some usenode issues if I can. Fog's rocks might be added in or put in a seperate hack. Rar size at the moment is 32 megs - 135 placeable items

 

Final screenshot for this set below - back row - a cave from EE3; middle rows - EE2 - 5 resource nodes, left to right - aluminum, iron, gold, silver and tin (alternate versions available); front row - EE2 - uranium and oil areas. Alternate versions available. Of course, users can rename them or use them as they like. The textures for the resources can also be applied to other placeables to make new varieties.

 

newrock7_zpsea22d4f4.jpg


  • ruadhri10 et Anamorphose aiment ceci

#263
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At the moment I'm waiting on both the old and new Vaults to reset my passwords so I can log in and upload. Nothing yet.

 

 

The next pack of imports will be manily plants, trees and general things made out of wood. This could be either a large or small pack since I'll need a bit of help on the plants and trees. Most of them use a texture that will need an alpha channel setup for the leaves and branches to show up correctly. Since I don't have time/ experience working with this, I'll need someone willing to set these up to work right. So we'll see how that goes and I'll start on some buildings in the meantime.



#264
Rolo Kipp

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<muttering...>

 

An email or other elbow-nudge would help ;-P

Reset both.

 

AoL (and hotmail, outlook and live) bounce the vault emails as spam :-P

 

<...and grumbling>



#265
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Thank you Rolo



#266
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Rocks and stone hak uploaded to the New Vault - http://neverwinterva...e-earth-imports

 

On the plants and trees project, it looks like some of the textures have an alpha channel and some don't, so I will be able to do some even if no one steps in to help. Many of the plants have seasonal variations using the same mesh - the different versions will go quick and will add quite a bit to the total. A few screenshots up later


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#267
Draygoth28

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http://i1011.photobu...zps383fefcb.jpg I hope this link works. Not sure why I can't seem to post the picture.


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#268
Killmonger

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Well done Draygoth !

 

They all look fantastic in game.

Kudos to you and your perseverance...

 

(Of late, RL had stalled my own efforts, but I am over joyed to see these critters lookin so good.)



#269
YeoldeFog

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Really nice Draygoth! When will it be available for download?



#270
Zwerkules

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I hope it will be available for download soon. I need those camels. ;)



#271
cervantes35

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Most excellent work Draygoth your stuff just continues to get better and better. I hope to see these real soon! I would like to still see a new thread to seperate this project from the placeables project.


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#272
Ssythilac

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Great work Draygoth!



#273
ShadowM

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Q_skinmeshanimals_BigCats_zps383fefcb.jp


  • rjshae, KlatchainCoffee et Anamorphose aiment ceci

#274
ShadowM

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There you go and great work. I check back in on this project some more after HR 9.51 release.


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#275
Randomdays

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1st pics from the upcoming "wood/plants/trees" pack. 9 different sawmills, 3 each of western, eastern and Arabic theme. Doors have been removed to allow NWN doors to be used.

 

Some workshops coming up next.

 

SawmillWest_zpsf6819447.jpg

 

SawmillEast_zps78ac3ebb.jpg

 

SawmillArabic_zps5fca675e.jpg


  • Proleric, OldTimeRadio, Rolo Kipp et 2 autres aiment ceci