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New Building Placeable Imports


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#26
NWN_baba yaga

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very nice very nice and hopefully you can give us some more european medieval buidlings. I just dont feel the oriental stuff anymore... maybe the 1001 night feeling i once had is gone due to all the silly wars and religious zealots down there...

But great stuff anyway :)

#27
PLUSH HYENA of DOOM

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Taking mop and bucket to hideous and outrageously large pools of drool...

These buildings are going to make a great many people VERY happy. And that's before we even start CUSTOMIZING them!

#28
Randomdays

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Baba Yaga, there's more than a few European buildings to work with. I know what you mean about the other civs, but I seperate the real world from the fantasy/ Hollywood version. TSR's Desert of Desolation trilogy is still a favorite and I grew up on the old Harryhausen's Sinbad movies and Arabian Nights movies, plus old cartoons like Shazzan and even things like Abbott and Costello meet the Mummy. No matter what happens in the real world, that kind of thing is still classic adventure telling.

Adding yesterday's work to the 2da and should have some new screenshots up in a bit I hope.

#29
Randomdays

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And.............done. Total of 65 models. Screenshots and pwk adjustments still to do. All 65 entered in the placeable.2da. I'll put it up with the handbag/ basket hak I made as well as a combo hak I've been working on, hopefully by the end of the week. I've never put anything up on the vault before so hopefully its easy to up things.

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.
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#30
Draygoth28

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Simply amazing work!

Modifié par Draygoth28, 16 avril 2013 - 11:50 .


#31
Rolo Kipp

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<trying to ease people...>

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
Randomdays

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Is the original vault going down?

#33
Tarot Redhand

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Not immediately, but there are definite rumours from previous employees... You might want to check out the vpp thread (starting at the first page so you get a fuller understanding) to catch up on what insurance the community has come up with. 

TR

#34
PLUSH HYENA of DOOM

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Totally off topic here, but isn't encouraging people to upload stuff elsewhere a guaranteed way of ensuring the demise of the Vault, regardless of other factors?

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
Randomdays

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Thanks for the heads up. Hopefully I got everything I think I need, but there's so much there. The work on trying to keep it alive is very much appreciated.


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.

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my favorite of this group

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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.

Posted Image

Modifié par Randomdays, 17 avril 2013 - 08:34 .

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#36
PLUSH HYENA of DOOM

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As far as I know, you cannot place a Door onto anything but a Tileset Door Node in NWN1. You can't have a Door Node in a Placeable.

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
Randomdays

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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.

#38
The Amethyst Dragon

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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.

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).

#39
Randomdays

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Hak submitted to the IGN Vault, and new account request sent to Rolo's backup Vault to add when I can. I can't check the Vault or here when I'm at work but if no one else put's a link up 1st, I will when I can.

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
Rolo Kipp

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<scurrying...>

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
Randomdays

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IGN Vault link ; http://nwvault.ign.c....Detail&id=8217

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
3RavensMore

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New toys!!!! *looks around* What? It's never to late to have a happy childhood.

#43
Tarot Redhand

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@Randomdays if you use the standard form for a reply you can make that link clickable like so -> New Buildings Here! 

TR

#44
Killmonger

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Outstanding addition !!
Well done and useful conversions.
Thank you Randomdays !

#45
PLUSH HYENA of DOOM

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Thank you for these. A lot.

PS:- I recall using that door shift a couple of times about three years ago but it had slipped from my mind since!

#46
Randomdays

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3Ravens - I don't think my childhood ever ended, even after 50+ years

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
Killmonger

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Yiikes!
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
Rolo Kipp

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<trying to put...>

@ 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
Killmonger

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Hey thanks Rolo for a quick response....

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
Rolo Kipp

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<checking his enochian dictionary...>

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>