Thanks for your hard work on this - I especially like the new siege weapons...
New Building Placeable Imports
#301
Posté 18 mai 2014 - 09:18
#302
Posté 18 mai 2014 - 11:09
Zwercules, I had simple shadows and basic blocking pwks on the first bushes till I decided they didn't need them. Looking at the trees, I stopped using even simple shadows and just the trunks have a small pwk tube around them.
FP, thanks. Scripting season changes is something I had thought about doing one day when I got there. A ready made script will help a lot with that.
Counting up, there are about 60 total tree types from E3, not including variants. Some of them aren't familiar to me so I can't verify their accuracy, and not all of them might appear in the hak. The pic below has the next 5 trees; acacia, alder, baobob, buffalo thorn and apricot. I'm not happy with the apricot tree's appearance so it will probably be pulled.

- Rolo Kipp et Anamorphose aiment ceci
#303
Posté 19 mai 2014 - 03:58
Next set;
4 seasonal variations of basswood

4 season varieties of birch

2 varieties of bamboo and 2 of a banian tree

- Rolo Kipp et Anamorphose aiment ceci
#304
Posté 19 mai 2014 - 09:14
I am glad to see that they do have baobobs, they were the one tree I was going to ask if they were around
#305
Posté 19 mai 2014 - 07:49
Below are 3 more pics of the newest imports, but there's a problem with some of these that means I might pull the last 2 groups. It seems that in some cases the branch areas aren't double thick on the mesh so you can only see the texture from certain directions. To fix this, you'd have to go to each problem area, clone the selected vertices and flip them so that the tree stays the same no matter which way you look. I could probably do that in Blender, but its beyond my skill in Max/ Gmax.
So unless someone was willing to take that up, I'll probably pull the one done already and not use any future meshes with the same problem.
1st pic below has 4 trees - a canary bush and coconut palm with 2 variations, and two large canopy trees. 
A camilia tree with seasonal variations. Will probably be pulled.

A camphor tree with seasonal variations. Will probably be pulled. This actually has each tree with two placeables in the same spot for each, rotated 180 degrees from each. It helped a bit with the appearance, but still not enough.

#306
Posté 20 mai 2014 - 09:01
Just completed what I would consider a successful experiment. The problem with the trees as mentioned above was that the branches were single sided and would vanish and appear as you moved around in game, making them pretty useless. I couldn't figure out how to fix it in NWMax/ Gmax but I have a bit of experience in Blender.
Importing the camphor tree into Blender, I selected everything but the trunk, duplicated the vertices and flipped the faces. This made the branches 2 sided but doubled the vertex count. Going back into NWMax with the new model, welding the vertices dropped the count back to where it was but maintained the 2 sided branches.
It will mean I'll have to redo most of the trees done already and take a bit longer on new trees, but the results are much better.
Compare the last picture above with the new version of the camphor tree below - both with all 4 seasons present.

- henesua aime ceci
#307
Posté 20 mai 2014 - 09:17
Also, for Mecheon and anyone else wondering, both E3 and E2 have a fairly robust variety of trees. No guarantee they'll all be useable, but below is a quick list of the next few that will be attempted to be imported, not including what's already been tried. Some of these I have no idea what they are in the real world.
canary palm
catalpa
cactus African hairbrush
cedar
Chinese cherry
cypress lawson
cypress florentian
cypress mediterranean
cypress sawara
desert date
date palm
draceana
daphne
#308
Posté 20 mai 2014 - 11:43
You'll find that some of your very earliest buildings had that problem as well. Apparently the NwN graphics engine is one sided in that your textures only show on one side. You can easily check this out with any of my vertical placeables (micro maps, runes etc).
TR
#309
Posté 20 mai 2014 - 07:41
Thanks TR. From what I've seen its not just NWN but most if not all meshes work that way. If you know which buildings I can try to revisit those and update them.
I know there was a problem on a few that Plush tried to help with that had black areas on them due to a missing alpha layer, but I don't have the skills to fix that.
#310
Posté 20 mai 2014 - 10:53
If I can find time and the original hak (no guarantee on that one) I'll let you know. But the ones with that error that I remember seeing were in the very first batch you sent to Rolo to check out. BTW is the missing alpha layer just on a texture?
TR
#311
Posté 21 mai 2014 - 01:06
Yes on the texture. From what I've seen, the alpha layer is a black and white layer. The white part shows solid on an object and the black is transparent and invisible.I think there was a building in the 1st group that had a pot on a tripod with a black area above the pot, a fence that had black areas between the bars, and another with thatch on the rooftop that showed the black around the edge because there was no alpha layer present. I think an alpha layer on the textures would fix these.
A remake of the orginal hak is on the new vault by Killmonger and may have some fixes in.
#312
Posté 21 mai 2014 - 09:26
These are looking much better now. Improved version of the camillia with season variations

Improved alder, coconut palm and acacia

- kalbaern, Rolo Kipp et KlatchainCoffee aiment ceci
#313
Posté 22 mai 2014 - 05:19
Congratulations. Your effort and detail is admirable. Don't think it goes unnoticed. I am sure there are many, like myself, who don't write much over in the comments section, not because we don't appreciate your work, but because we don't have much to say that's useful to your endeavor.
- Randomdays aime ceci
#314
Posté 22 mai 2014 - 09:40
Much appreciated JJ. All comments are welcome,
Moving along, I think everything done so far will be upgraded by this weekend and I can start adding new items.
1st pic is the improved birch with seasonal variations. Not sure if I like it, but since I'm not that familiar with birches, it might be accurate. Still, much improved over the previous try

2nd pic has updated versions of one of the aspens, a buffalo thorn, and 2 variants of a canary bush.

- kalbaern et Rolo Kipp aiment ceci
#315
Posté 23 mai 2014 - 09:38
The Aspens are redone leaving just 2 more before starting on new greenery.
1st pic, back row of 2 arctic aspens with summer and winter versions. Front row is sapling versions of the same

2nd pic - seasonal variations of temperate aspen.

#316
Posté 24 mai 2014 - 11:07
Done with redoing the first group and added two new trees.
1st pic has a set of seasonal basswood and a banian tree to the right. The trunk has also been improved a bit, but I'm not sure why it has a cross section view of it when the mesh is a normal cylinder. You'll see when you see it in game.

A seasonal set of the catalpa. Winter is missing since I think I did something wrong and it looks wrong.. Checking into it.

Last, a seasonal set of the eastern cedar. You should have a good idea of what the seasonal variants look like by now, future pics will probably just have 1 view each.

- Estelindis, Rolo Kipp et KlatchainCoffee aiment ceci
#318
Posté 25 mai 2014 - 01:23
Really good stuff here!
#319
Posté 26 mai 2014 - 08:59
Rolling along with 15 new trees. E3 has 16 more to go then a bunch to look at in E2.
1st pic - daphne, draceana and 3 types of fir. Not to happy with the trunk bottom on the firs, but sinking them a little bit in the ground should give some more variety and improve the look.

2nd pic - hazel, Turkish hazel, holly, horse chestnut and mulberry. The Turkish hazel has a slight problem with transparency on the trunk. If someone tweeked the alpha it should be an quick fix.

last pic - naivasha, common oak, English oak, European olive and pillar wood.

- Estelindis, Rolo Kipp et KlatchainCoffee aiment ceci
#320
Posté 27 mai 2014 - 10:40
Final set of E3 trees finished. I have to look at a couple of other projects briefly before starting to look at the E2 models.
1st pic - 5 different palms - canary, fiber, fountain, Mexican and royal

2nd pic - 2 more palms, sugar and yellow, pine, Austrian pine and umbrella tree

last pic - sweet gum, American walnut and 3 different swamp/mangrove like trees. Upfront are some fallen trees.

- Tarot Redhand et Rolo Kipp aiment ceci
#321
Posté 29 mai 2014 - 10:51
Not a lot of time to work on this in the last couple of days but sometimes a warrior needs to change his sword for a plow.
First you pick a plot of land, plow it and plant your seeds

then with a good rain, watch your crop grow, grow and grow some more



And then harvest before the first frost comes in, or lose all your hard work

- kalbaern, Carcerian, Rolo Kipp et 1 autre aiment ceci
#322
Posté 30 mai 2014 - 09:58
Welding the verts on the wheat made it a bit drab.
1) redid the 3 wheat heights unwelded
2)sunk the plowed ground a little more into the ground so your feet won't disappear as much, but now I'll have to enlarge it a little
3) added frosted versions of all 3 for those who didn't get their crop in on time
4) added a second crop - no other versions of this one though.
Neverwinter - Where the waving wheat can sure smell sweet, and the corn is as high as an elephant's eye.



- ShadowM, OldTimeRadio, henesua et 1 autre aiment ceci
#323
Posté 30 mai 2014 - 07:13
i was just playing an old rpg fps of mine: Oblivion. and i thought "you know, id really would like to see these trees in my game" and lo and behold i see these! i feel so excited seeing all these
i even went out of my way to remodel some nwn2 corn crops to look like wheat (as i seriously needed one). i have to say, it didnt turn out like yours did
- Randomdays aime ceci
#324
Posté 30 mai 2014 - 07:34
do the crops have danglymesh? or whatever the modifier is….
it would be great if they moved slightly when moved through or when the wind is active.
#325
Posté 30 mai 2014 - 08:17
Loving all of this. I just wondering if you release any or plan to release anytime soon?
If the wheat does not have danglemesh I add it when I get a hold of it and if the wheat is one model I break it down into smaller versions too so it flows more naturally. I personally love the jungle trees and plants, they be a great start for me making a jungle tileset.
- henesua, Rolo Kipp et Randomdays aiment ceci





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