But great stuff anyway
New Building Placeable Imports
#26
Posté 15 avril 2013 - 04:52
But great stuff anyway
#27
Posté 16 avril 2013 - 04:47
These buildings are going to make a great many people VERY happy. And that's before we even start CUSTOMIZING them!
#28
Posté 16 avril 2013 - 08:00
Adding yesterday's work to the 2da and should have some new screenshots up in a bit I hope.
#29
Posté 16 avril 2013 - 11:41
All the 2das CEP 2.4 ready and adjusted from the CEP tophak. I'll post what line numbers I used when I post to the vault.
- Urk aime ceci
#30
Posté 16 avril 2013 - 11:50
Modifié par Draygoth28, 16 avril 2013 - 11:50 .
#31
Posté 16 avril 2013 - 01:16
You might actually find it easier to upload it to the new Vault, rather than the old.
(And it will save me one or two projects I'll have to migrate :-/ )
<...through the transition>
#32
Posté 16 avril 2013 - 07:45
#33
Posté 16 avril 2013 - 10:06
TR
#34
Posté 17 avril 2013 - 04:33
AH! (Responds to murky whispers in other dark corners...)
So the thread of the Sword of Damocles is more than just frayed, hm?
Modifié par PLUSH HYENA of DOOM, 17 avril 2013 - 05:46 .
#35
Posté 17 avril 2013 - 08:26
Last set of screenshots before post. Soon now.
I tried to remove doors where I could so that NWN doors could be placed instead, but while EE3 models didn't seem to mind, I was getting errors with the EE2 models. Might be able to be fixed with something as simple as taking the texture and turning the door part to a solid black.



my favorite of this group



The western civ of EE3 has a basic blue theme I'm not liking to much, but including anyways since someone else may really like it.
Modifié par Randomdays, 17 avril 2013 - 08:34 .
- Anamorphose aime ceci
#36
Posté 18 avril 2013 - 03:23
You can make a Placeable Door that can be opened and closed and you can script it to be used as an Area Transition similar to a proper Door, but it would have to be a seperate model to the building.
We Module Builders can easily enough shove Placeable Doors or Area Trans trigger boxes, etc in appropriate places beside these building models.
As with the previous Screenshots, these are looking excellent and adding no end to my desire to lay paws upon these models and start placing them everywhere... well, not EVERYWHERE, but you know what I mean... As to textures and the colours thereof, we can all make changes and adjustments to our own artistic sensibilities/needs.
Modifié par PLUSH HYENA of DOOM, 18 avril 2013 - 03:26 .
#37
Posté 18 avril 2013 - 08:34
#38
Posté 18 avril 2013 - 08:49
Yup. This is a handy one. I do this at times, and I find that placing a waypoint exactly where I want the door to end up makes getting the desired xyz (and rotation) info easier and quicker (just copy and paste over the numbers from the waypoint to the door).Randomdays wrote...
True for the tileset door node comment, but I meant with the door trick that I thought was common knowledge - Add a tile that can use a door, place a proper door on the tile, select the door and change its x/y/z location. You can't move it be dragging, but you can by right clicking on it on the left panel and picking "adjust location". Now you can delete the tile and the door will remain behind, and still act as a door with normal transition. Just change the x/y/z and rotation to match the door space on the placeable. No need for a placeable door or scripting, you can using any door off the paint door button.
#39
Posté 18 avril 2013 - 09:42
Hopefully its worth all the drool thats been flowing. Comments welcome of course, and many thanks to the members here for tech advice and the creators of Empire Earth 2 and 3 for the great work they did in modeling and texturing.
#40
Posté 18 avril 2013 - 01:29
On it.
edit: Account activated on Vault 2.0. Need to get to HQ to attach the FTP on Vault 1.0... About an hour :-/
edit 2: Er, as soon as I find the files...
<as fast as ridiculous wizard robes allow>
Modifié par Rolo Kipp, 18 avril 2013 - 02:16 .
#41
Posté 18 avril 2013 - 08:00
Checked and the entry and the pics were there, but no files. Updated it and now the files are there for download.
All is good
Modifié par Randomdays, 19 avril 2013 - 08:06 .
#42
Posté 18 avril 2013 - 09:04
#43
Posté 18 avril 2013 - 09:39
TR
#44
Posté 19 avril 2013 - 04:56
Well done and useful conversions.
Thank you Randomdays !
#45
Posté 19 avril 2013 - 06:08
PS:- I recall using that door shift a couple of times about three years ago but it had slipped from my mind since!
#46
Posté 19 avril 2013 - 08:05
Started work on the next set though it will be awhile till done. Something I haven't figured out yet is why none of the buildings have shadows. Any help with that would be appreciated.
#47
Posté 19 avril 2013 - 09:03
Why would the inclusion of this hak crash my mod?
The v169 toolset and "game" both work correctly (loading a mod with or without my custom 2das)
But when I properly include the hak (lower than my 2das) it won't load (I get the the problem box)
I even tried again by compiling all the models to no avail
wtf?
Aren't the batteries included?
Suggestions please?
Addendum
I opened many of them in max and they seem to check out internally
(temp# geometry is linked en masse to the aura base)
Also the structure of my 2da's are appearantly ok too (no corruption)
Modifié par Killmonger, 19 avril 2013 - 09:43 .
#48
Posté 19 avril 2013 - 10:35
@ Km: you said you put it under the hak with your custom 2das...
Do your custom 2das include the proper rows for these buildings?
Are there blueprints referencing rows that have changed?
<...first things first>
#49
Posté 19 avril 2013 - 10:57
By custom, I mean my own merge of content with the placeables 2da of Cep24
No other haks (or 2da) are involved. My own placeables content has been tested ok seperately and in conjunction with cep24
No blueprints, cept for those saved via a test module in the toolset.
Also no changes to the layout of the standard v169 placeable 2da
However, does this E2 hak use any elements from the Cep? (ala textures? I dont think so)
#50
Posté 19 avril 2013 - 11:08
What I mean is, you have the models and textures from the E2.hak. Did you merge the E2 placeables.2DA with your custom placeables.2DA? For each model in the E2.hak is there a row with placeable info?
I will look at the E2 hak myself tomorrow, but usually if there's crashing involved, there's a blueprint referencing something wrong or something missing that the area expects to find, IMO.
<...to be sure he's not sending double meanings>





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