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New Building Placeable Imports


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#326
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The wheat is a series of long strips crisscrossing each other with some extra geometry in the middle. It would probably need some rework to get dangly working on it. The texture used on it though could be applied to a different model that might be better suited to what you want.

 

The corn on screen is two placeables side by side. Each has a set of 4x4 corn stalks. Each stalk is made of 4 flat pieces crossing each other in a star pattern, like an asterisk.

 

I would say release in a week or two. On E2, 2 more crop types, some more bushes and trees to add. If you want the wheat sooner to play with, let me know and I can send it your way. 6 mdls for the wheat - 3 different heights with normal and frosted versions, plus 2 mdls for the seperate plowed land underneath.


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#327
Zwerkules

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The transparent parts of your models always have blue edges. I guess the models have a texture map and each model is just one mesh. If the transparent parts are elements and you can easily select them all without selecting the branches as well, try to separate them from the main mesh. Then link them to the base and set transparency hint to 1. They will get rendered after the trunk and branches and will look better.

There are also some lines at the edges of the transparent parts when you zoom away from the models. This happens if the tverts are right at the edge of the texture like at 1.0 or if it is a texture map and the tverts of a transparent part of the texture maps are very near to an opaque texture part. If there is room enough, try to move the tverts a little inward from the edges.


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#328
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The models are usually just 1 mesh, though a few times they are made of 2 or 3 pieces. If so, each piece has its own texture.

 

I've noticed some of what you bring up, and good advice probably on the rest, but a bit above my skill level to work with.



#329
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Final three crop types done; No pwks on any of these - thoughts on making them walkable or not?

 

1) Yams - not sure why they used yams, but - 3 different stages with winter variants. Full grown version shown.

 

2) Sugar cane - 3 different stages. Final version shown. May not be usable due to 2 dimensional parts of the trunk, but maybe a second one on top and rotated.

 

3) Rice paddies - currently set at about one tile. Might look better if enlarged a bit - thoughts welcome on that.

 

plants09_zpsb4ed3bd7.jpg

 

plants10_zps8cc8004e.jpg

 

plants11_zps223e3309.jpg


  • Fester Pot, rjshae, Wall3T et 2 autres aiment ceci

#330
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I think everything for this hak is done except for the E2 trees. Starting next.

 

Kept the original rice paddies but added a double size version as well.

 

plants12_zps968a205c.jpg

 

6 different bush meshes. Each has 4 different textures and each texture has 3 seasonal variants. Total of 72 bushes

 

1st row is the one model with the 4 different textures. 2nd row is the other 5 meshes.

 

plants13_zps1c4291ff.jpg

 

6 different tropical ferns

 

plants14_zpsdfaeca2a.jpg

 

5 different berry bushes

 

plants15_zps97bbf43f.jpg


  • cervantes35, kalbaern, henesua et 3 autres aiment ceci

#331
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Major tree ports done today. Seasonal versions present on some but not all.

 

Mixed bag on usability. On some it looks like faces might have been flipped

 

I think this hak will definitely be done by the end of the week at the latest.

 

1st pic - apple, cheery blossum, banana and fig trees

 

plants16_zps7e574c88.jpg

 

2nd pic - mango, orange, pomegranate and baobob  trees

 

plants17_zps1a060d14.jpg

 

 

3rd pic - 3 different versions of bamboo

 

plants18_zps68150834.jpg

 

4th pic - birch, cypress, fir and palmetto trees

 

plants19_zps1163b78f.jpg

 

Last pic - different versions of oak trees.

 

plants20_zps26907d59.jpg


  • kalbaern, rjshae, Rolo Kipp et 2 autres aiment ceci

#332
SHOVA

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wonderful stuff! Many Ideas are forming :D



#333
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Last few items are complete and should be posting the hak on the new vault in a few minutes. 252 new items including seasonal variants

 

http://neverwinterva...e-earth-imports

 

Known issues - no crashes that i know of. Possible texturing issues mentioned by Zwerkules above. It seems to mainly show up against the skybox. There's a few meshes where the box around the mesh when selected in the editor doesn't fit the size of the mesh. There's 3 more palms not shown that have a white edge around the leaves. Sizing on some of the meshes might need to be adjusted up or down for individual taste. Per conversation in the thread ,I stopped adding shadows for the later items so add them if you want them. Some of the faces seem flipped so lighting looks off. I don't know how to flip faces in Gmax though

 

Anyone with more skill and experience who wants to play with them and maybe post a 1.1 version, please jump in.

 

Final pic - maple, oak and 2 palms in the back. 4 tree stumps and 2 logs up front.

 

plants21_zps6261f5af.jpg.


  • rjshae, Carcerian, henesua et 2 autres aiment ceci

#334
Wall3T

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Randomdays;

 

i just wanted to say thanks for releasing this content. I havent been this excited since Lord of Worm's release of his seasonal forest set


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#335
henesua

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nice. i hope to see that wheat with dangly mesh soon.

 

*looks over at shadowm*


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#336
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You're welcome. Hopefully you'll find them useful despite the issues wtih some of them and can work around or improve them

 

RD



#337
rjshae

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I really like the right-hand palm in that last shot. Very nice texture on those branches.


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#338
ShadowM

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Playing with the wheat now fixing some issues, like the uv map was cutting the top, some self illumination and the pivot was not centered on the model. :)


  • Rolo Kipp, ruadhri10 et Randomdays aiment ceci

#339
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The pivot point problem was one of things I couldn't figure out how to fix.

 

Looking forward to seeing it in motion



#340
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Started work on the next and possibly final EE import hak, depending on how large it grows.

 

After spending many hours among the brown rocks and the the green trees and plants, its time to head out to the open of the deep blue sea.

 

There's quite a few ships available from both games, but many of the E2 ships have a texture that's too low, and many of the E3 ships are just strange - something a drunken tinker gnome from Krynn might have thought up ( no offense Rolo)

 

1st ship below - an ancient fishing boat from E2. More on the way. As always, comments are welcome

 

boat1_zps3ba81bf7.jpg


  • Proleric, rjshae, Ssythilac et 2 autres aiment ceci

#341
Rolo Kipp

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<some of his best friends...>

 

...and many of the E3 ships are just strange - something a drunken tinker gnome from Krynn might have thought up ( no offense Rolo)

 

None taken. 

 

But how can you tell a drunken tinker gnome from Krynn from a hallucinating rat hopped up on go-juice?

 

No offense to the rat, I mean.

 

<...are rodents, or rodent-like>


  • Ssythilac, ruadhri10 et Randomdays aiment ceci

#342
Ssythilac

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Great stuff, Randomdays! Totally love that boat!

 

However, I want to ask you a question about the EE content conversions: I remember that checking your first haks some time ago (different cultures buildings, etc.) the content gives some problems, like crashing in game and things like that. 

 

I am not very active in the forums and because of that I dont remember if someone else had this problem with these first set of haks. Anyway, this new content are totally free of problems?

 

Thank you and great work again!


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#343
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Rolo - the rat usually makes more sense. Not that I would want either one to date my daughter.

 

Ssythilac - Thanks. On the 1st hak where I was learning as I went, everything worked fine in game set to static, which is why I didn't notice any problems during testing. If not set to static, there would be  crashes due to the mdl's setup with shadows. If I just exported the mesh, the scripts would automatically assign the model the NWN trimesh attribute and set it to render in game so you could see it, and give it a shadow in game. Some of the models were so complex that the shadow would crash the game. I now assign the trimesh attribute myself and turn off shadows from the model, and create a simple shadow mesh to cast the shadow in game if needed.

 

The other thing I'm doing different now is pwks, which deals with path blocking. The 1st set, I was using a flat plane around the model to block pathing so you could'nt walk thru it. If you tried to sink an item like a rock into the ground though to give it a different look, the blocking goes underground and you could walk thru the item. The plane also does not block line of sight or missile fire, so an enemy on the other side of a house could see you and shoot or spell cast at you through the house. I now use a simple shape around the item like a box or cylinder that will always block walking if you sink the item down or not and blocks line of sight.

 

Many thanks to the members on the thread that not only pointed out the problems, but gave input on how to fix them.

 

Killmonger spent a lot of time going thru the 1st two sets I did last year, updating them with 3d pwks and fixing the shadow problems, saving me a lot of work from doing it myself. Many thanks his way. The improved version is on the new vault if you want ot try it out.

 

The last 3 haks I did this year should be free of crashes - as of yet I haven't heard of any complaints for them on any issues..



#344
ShadowM

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Ok look at this wheat sample

I notice a bug if you walk in the center of the model you get a big reaction. I tried to lessen it.

Wheat Sample


  • henesua et Randomdays aiment ceci

#345
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Out of all the EE2 boats and ships, I found only the one above to be truly usable. Below are 2 EE3 fishing ships from the western civ - an early raft and a standard model. Looking at the second model in game, I'll probably increase the size a bit as the cabin looks a little small compared to the PC.

 

boat2_zps55e87dc4.jpg

 

 

boat3_zps48f9da5f.jpg


  • Rolo Kipp aime ceci

#346
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A few more boats......

 

Oriental fishing boat

 

boat4_zps5db3942b.jpg

 

Arabian fishing boat

 

boat5_zpsd70a990a.jpg

 

 

Oriental trade ship

 

boat7_zps51fd366d.jpg

 

Large Oriental ship

 

boat6_zpsbea5aca9.jpg


  • Rolo Kipp, KlatchainCoffee et Oseryn aiment ceci

#347
Tarot Redhand

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That last would make the basis for a great gnomish sidewheeler (from spelljammer).

 

TR


  • Rolo Kipp, KlatchainCoffee et Randomdays aiment ceci

#348
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5 more ships

 

Oriental trading shipboat8_zps97d80aae.jpg

 

A pirate ship

 

boat9_zpsc3fee571.jpg

 

 

2 Arabic trade ships

 

boat12_zpsadb8b91a.jpg

 

 

boat11_zpsb94f516d.jpg

 

 

Arabic cruiser

 

boat10_zpsf1c20354.jpg


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

#349
Carcerian

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Lovely! 

 

I have one HUGE request: if a plc vehicle's orientation point is facing to the rear, ships, tanks, submarines, planes, airships, carts, cars, all can be used as mobile plc-based creatures...


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#350
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I think all of these have the point to the rear except for the pirate ship. I can swap that around before release and double check the others.