New Building Placeable Imports
#276
Posté 25 avril 2014 - 11:59
#277
Posté 28 avril 2014 - 02:49
Nine workshops - 3 each of Western, Eastern and Arabic. These have various gears and machinery on the side or back. Most have some nice designs on the double doors up front so I left them in place.
Still finding some more buildings and items to add. If the group gets too large, I might break the plants/trees off to another group



- Rolo Kipp et Anamorphose aiment ceci
#278
Posté 02 mai 2014 - 11:15
Some more screen pics. The 1st pic shows 4 Eastern themed buildings - a small shrine, a gateway, a pagoda and a temple. The second pic is a ruined village broken into separate pieces of 3 huts and an idol. They're a bit dark, and this is after I tried to lighten the tga and add a little color to it.


- kalbaern, Rolo Kipp et Anamorphose aiment ceci
#279
Posté 05 mai 2014 - 09:10
Had some time this weekend to get quite a bit done, but the plants and trees will definitely be split to a new hak.
1st pic - 3 different idols or decorations

Next, 3 different pics of some siege machines - catapults, scorpions, rams and towers



Next, a single large mesh of some ruins, a porcelain/pottery shop and a hunter's shack. You can't see it but there are some more hanging skins and some animal carcases on the right side of the shack

Last for now, 2 pics of some placeable bridges - side and top views of 4 different bridges. They can't be walked on of course, but they could be used with scripts or triggers perhaps, plus tileset builders may be able to add them in and add a walkmesh. These are actually twice as high as shown with the rest of the supports sunk into the ground. Also, they could be sunk into the ground completely as possible new road types.
Left out shadows and pwks so they can be walked on, and I think a set with the width set to 50% shown would be more bridge-like, either replacing the ones above or addition to them
Comments and ideas welcome on that or anything else done so far.


- Proleric, kalbaern, OldTimeRadio et 2 autres aiment ceci
#280
Posté 07 mai 2014 - 10:33
Expanding out on the bridges which will probably take at least the rest of the week.. What I'm looking at doing is, for example;
normal versions (bridge2)
half width versions (bridge2h)
normal with no rails (bridge2c) and adding placeable rails to be used with them - this would allow for corners, plus cross and T intersections
half width with no rails (bridge2hc) as above
placeable rails (2r) and half width rails (2rr) - to use with above, or for fencing
half width tilted (2hr) - for ramps, though that may shrink all pieces from %50 width to %45 or lower to fit the ramp area better.
2 pics of the half width bridge 1 and 2 types below, plus a pic of the second bridge set up as a road with a ramp. Not sure if the ramp looks all that good in game.
I've also added a modded pwk so that you can walk under the bridge with the supports blocking movement, but if you sink the piece into the ground to make a road you can walk down it with the rails blocking movement along the edges. Shadows are present as a bridge but lost as a road.



- OldTimeRadio, Rolo Kipp et Anamorphose aiment ceci
#281
Posté 07 mai 2014 - 07:11
This whole thread is like Christmas every time I open it, lol!
Incredible work!
- Randomdays aime ceci
#282
Posté 08 mai 2014 - 10:10
Thanks OTR. Not a lot of feedback on these besides the much appreciated "likes", so not sure how these are going over.
For a game that was so bad it ruined and killed the series, the meshes and textures seem an almost perfect fit for NWN.
Question on the ramps - does anyone know an exact number on the incline degree? 30% was too low and 35% is close, but a bit off. Before I start a tweaking cycle, checking to see if there's any info out there on it.
Besides that issue, two of the 4 bridge types are done. I removed the use nodes I had added on all, plus removed the support part of the mesh, shadows and pwks on the ramps as they're not seen or needed. Rails on the ramps are removed as well. The new, slightly slimmer, ramps seem to fit almost perfectly now.
They've been tested as usable items, but with the item type and polycount, they're best used as static.
- Rolo Kipp aime ceci
#283
Posté 09 mai 2014 - 10:41
It looks likes the game's ramp actually has a bend in it so that no matter what angle I place the bridge ramp there would be a problem. Someone with more skill can try to put a bend in the bridge ramps on release.
I had to redo bridge type 2 over from the start - the planking on top actually had different height layers to it making the "sinking" effect noticable as you walked on it. The good news is the type 4 bridge turned out to be a reskin of 2 so I'll just have to change textures out and resave to get the new version.
Working on the type 3 bridge at the moment. Below is 2 shots of the full size bridge, two pieces placed together and showing the supports half and fully exposed. Shadows and pwk in place to walk around the pillars but not through them.


- Rolo Kipp, ruadhri10 et Anamorphose aiment ceci
#284
Posté 09 mai 2014 - 11:57
#285
Posté 11 mai 2014 - 09:44
A few things done this weekend,but between work, RL and not feeling well, not as much as I would like. The hak is getting really big so a few things will get pushed into a different hak later.
E3 bridges are done, but I found some E2 bridges to check out as well. Type 1 and 3 have three types - full, half width and ramp. 1 has no rails to deal with and on 3 the rails turned out to be non-removable. Type 2 and its reskin 4 have seven types - the three as above, plus full and half width with rails removed, full and half width placeable rails to add where needed.
Two type 4 half width pieces below.

Next, 2 pics of houses, 3 eastern/ oriental and 4 rundown Arabian for the bad part of town.


Last for now is some construction placeables Killmonger was asking for awhile back. 2 different types of scaffolding in the back. Originally large rectangles, I broke them into pieces so they can be used around any size building. In front are 5 different placeables of construction materials for dressing

- Rolo Kipp et Anamorphose aiment ceci
#286
Posté 11 mai 2014 - 11:55
These are so cool! You're giving people so many more options for creativity with these. ![]()
#287
Posté 12 mai 2014 - 12:48
Are the pallets, stoneblocks and planks seperate placeables or do they belong with the scaffolds?
#288
Posté 12 mai 2014 - 07:23
Originally they were part of the scaffold meshes, but they've been separated out so they can be used / placed by themselves
- Rolo Kipp aime ceci
#289
Posté 13 mai 2014 - 08:49
Last pics for this hak. Closing it before it gets any bigger. With luck it should be up on the new vault in a bit.
Edit - upload complete and ready to go http://neverwinterva...e-earth-imports
Total count for this is 76 E3 placeables, 13 E2 placeables and the 2da. 121 megs unzipped and 35 megs zipped. Small readme included with the 2da lines used for these items.Questions, issues, comments welcome.
1st pic is a EE2 bridge placeable on top of an existing tileset bridge. This makes it completely walkable in this case.

next pic is an EE2 obelisk and pagoda

Last and final pic for the hak are some EE2 siege weapons. There are 2 different siege towers in normal and damaged versions, a well as 6 different weapons - 2 rams, a catapult, onager, trebuchet and ballista.

- kalbaern, Rolo Kipp et Anamorphose aiment ceci
#290
Posté 14 mai 2014 - 09:47
Started work on the plants and trees hak. While not as visually exciting as some of the other items uploaded, they can still be useful to give some more variety to what's available. I'm still only going to work on the ones that already have an alpha channel for their tgas, but there should still be a nice variety - bushes, trees, ferns, cactuses, cattails and the like. It also looks like many have alternate textures for the seasons.
After the plant life hak, I think there should be enough items left to do one more to finish up. Placeable walls, ships, docks and a few more buildings and whatever I missed.
If I get that far, after that I'll see where Draygoth's at and maybe try to learn how to do creatures to help out.
If I haven't said it before, use as you see fit. Including it in a new version of CEP or Project Q is okay if the devs thinks they'll be useful.
Below is the 1st pic - 2 different bushes. The first row has 4 versions for the 4 seasons. The second row has the same with an additional 2 colors of "red" and "yellow" available. Shadows are present for now but I'm not sure they look right, so they might be taken out. No pwk set so you can walk through them.

- Rolo Kipp et Anamorphose aiment ceci
#291
Posté 16 mai 2014 - 10:20
Going in order as much as possible, two pics below. First, the rest of the "B"s, two different bushes with buckthorn in the middle. All three have season variations from spring to winter.

Second picture, starting "C", is 4 different cacti with texture variations for 16 total

- Bannor Bloodfist, Tarot Redhand, kalbaern et 5 autres aiment ceci
#292
Posté 17 mai 2014 - 09:08
More greenery to walk through.
1st pic is a group of cattails and some clover with seasonal variations

Second pic are some ferns. 1st row is a small fern with seasonal variations, 2nd row medium size fern with 2 color variations and back row 3 different large ferns.

- kalbaern, Rolo Kipp, KlatchainCoffee et 1 autre aiment ceci
#293
Posté 18 mai 2014 - 12:37
Looks like its going to be a very green spring for Neverwinter. With these imports, plus Merrick's Dad and maybe Pstmarie working on other growing things.
These are the last of the E3 plants, though there are more for E2. After these I'll be starting the E3 trees.
1st pic, 2 large bushes up front and 7 ferns in the back. The ferns are all the same mesh with variant textures

2nd picture, a small fern up front with variants and 4 different bushes in the back. In the middle are 2 woodpiles and a tree stump. The axe is a bit large so I'll have to bring the size down a bit.

- kalbaern, Rolo Kipp, KlatchainCoffee et 1 autre aiment ceci
#294
Posté 18 mai 2014 - 05:17
Amazing! Where is this available? I know it is WIP, but maybe you already have a repository with earlier versions?
#295
Posté 18 mai 2014 - 06:05
Previous sets uploaded to the new vault - link on post #289, up higher on this page. The 1st set was improved and upped by Killmonger to the new vault as well. A link to that is referenced on my project page there.
Nothing for the plants and trees set uploaded yet.
#296
Posté 18 mai 2014 - 10:28
First set of trees done. Starting out with the letter "A" are a bunch of Aspens. I'm using E3's original sizing - If anyone wants some larger sizes of these or future trees, let me know. If there's no problem with texture stretching I'll add them in.
1st pic are some winter Aspens. The back row is two types with summer and winter variations. The front row are sapling versions of the back row.

2nd pic is the resized stump up front. The back row is one winter aspen, and a temperate aspen with 4 seasonal variations next to it.

- Rolo Kipp, KlatchainCoffee et Anamorphose aiment ceci
#297
Posté 18 mai 2014 - 11:12
Better turn off the shadows. These placeables will be very inefficent with shadows turned on. The engine will take more time rendering the shadows (which are only blobs on the ground anyway because transparent meshes are treated as if they were solid) than rendering the whole plant.
#298
Posté 18 mai 2014 - 11:52
I did see a little slowdown during test. The shadows are not cast by the trees themselves, but by simple shadows added on with about 50 vertices or so. The trees themselves were anywhere from 600 vertices up to over 10,000, though welding brought them down alot - the highest is now about 1000 down to 150 for the lowest.
- Zwerkules et Rolo Kipp aiment ceci
#299
Posté 18 mai 2014 - 12:37
Having a simple mesh cast the shadows is a good idea. Your first bushes had very rectangular shadows though which looked alot like shadows were activated for the transparent leaf textures.
#300
Posté 18 mai 2014 - 01:22
Great work on the foliage @Randomdays!
There was a script set made by Benjamin John Hartley that caught my attention, and fueled my imagination, for changing seasons in a module. Placeable foliage for each of the four seasons adds a nice variety when used along side of Mr. Worm's Seasonal Tileset.
Thank-you for making foliage. As a builder, I can never get enough of dressing up wilderness areas.
As per the script set I mentioned, for anyone interested, you can find the link below.
FP!
- OldTimeRadio et Rolo Kipp aiment ceci





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