Adobe House texture hit with bricks by Shabby Hyena weirdo and now completely free of all insidious traces of depraved, evil ladders.
Textures for both versions of the Temple10 church also hit with outrageously huge bricks and now have proper railings instead of dirty great black blobs.
Trust me - I know what I'm doing.
New Building Placeable Imports
Débuté par
Randomdays
, mars 18 2013 09:49
#101
Posté 30 avril 2013 - 10:07
#102
Posté 30 avril 2013 - 10:34
Arrgh! Run for your life! Head for the hills! Dig a dirty great pit and jump in it! The words of doom have been uttered -
)
TR
(Trust me - I know what I'm doing
TR
#103
Posté 01 mai 2013 - 07:10
ALL my words are "of Doom". Mandatory.
#104
Posté 01 mai 2013 - 08:31
Thanks for the help with that. I'm going to finish up converting the set I'm working on and post instead of making it bigger. Since I've had a few requests, the next one will be rocks, trees, coral and the mines and ore sites. Hopefully these will go quick since they'll be smaller, but I'll also add the destruct nodes and such that I didn't on the bigger items. Haven't done that yet but hopefully it'll go smooth.
#105
Posté 01 mai 2013 - 09:06
I'm in the midst of a hak update for my PW, so I may just be importing these when you're done with the pack.
#106
Posté 01 mai 2013 - 09:51
Empire Earth 2 was an awesome RTS game that spanned 14 eras from prehistory to the near future and many different cultures. Empire Earth 3 was a NOT so good game but still had some good graphics to "borrow".
I'm limiting what I'm doing now to the gunpowder age and before, but there's a bunch of things that would be useful for the d20 modern type of game. So no submarines, planes, or tanks for now, but possible.
Still to do ; Rocks, coral, mineral deposits, mines
Seasonal and fruit trees (many),bushes and stumps
Farm plots (wheat, corn, rice paddies)
Towers and fences
Docks and ships (wrecks)
Mills,universities,warehouses, workshops
Unique buildings
catapults, trebuchets, etc
merchant wagons
Creatures - these I think this will be a whole new can of worms to try to get in, but would add a lot to whats already available. Besides the Empire game, Civ 4, Zoo Tycoon 2 and Wildlife Park 2 has some excellent compatible animals to work with. If anyone wants to tackle these, let me know and I'll send them your way;
Mammoths, elephants and war elephants
Wild and tame camels
Whales and dolphins
Eagle, hawk and vulture
Horned sheep, carabou, brahma bull, cow, deer, llama
Boar, coyote, wolf, white wolf, pig
Various natives, nomads, warriors, trader npc types
Various fish
Most moden day wildlife animals from around the world
I can up a quick pic of a skinned model if anyone is interested
I'm limiting what I'm doing now to the gunpowder age and before, but there's a bunch of things that would be useful for the d20 modern type of game. So no submarines, planes, or tanks for now, but possible.
Still to do ; Rocks, coral, mineral deposits, mines
Seasonal and fruit trees (many),bushes and stumps
Farm plots (wheat, corn, rice paddies)
Towers and fences
Docks and ships (wrecks)
Mills,universities,warehouses, workshops
Unique buildings
catapults, trebuchets, etc
merchant wagons
Creatures - these I think this will be a whole new can of worms to try to get in, but would add a lot to whats already available. Besides the Empire game, Civ 4, Zoo Tycoon 2 and Wildlife Park 2 has some excellent compatible animals to work with. If anyone wants to tackle these, let me know and I'll send them your way;
Mammoths, elephants and war elephants
Wild and tame camels
Whales and dolphins
Eagle, hawk and vulture
Horned sheep, carabou, brahma bull, cow, deer, llama
Boar, coyote, wolf, white wolf, pig
Various natives, nomads, warriors, trader npc types
Various fish
Most moden day wildlife animals from around the world
I can up a quick pic of a skinned model if anyone is interested
#107
Posté 01 mai 2013 - 11:57
Please do
#108
Posté 01 mai 2013 - 01:15
Couple of quick questions. Is there nothing useful in number 1 in the series (ie Empire Earth) and what sort of things are you leaving till later that you would class as useful for D20 modern?
TR
TR
#109
Posté 01 mai 2013 - 02:19
If we can get whales, seals and dolphins all in NWN, and animated, I'm going to be the first to try to tear them apart into some new forms
gotta have an encatada and selkie around, after all
Also, how does the vulture look? They've been the one thing I've really been missing from NWN models lately (While I go work on some crazy zmey or whatever it is I'm working on lately)
gotta have an encatada and selkie around, after all
Also, how does the vulture look? They've been the one thing I've really been missing from NWN models lately (While I go work on some crazy zmey or whatever it is I'm working on lately)
Modifié par Mecheon, 01 mai 2013 - 02:23 .
#110
Posté 01 mai 2013 - 07:37
Tarot - Empire 1 uses a much lower poly count due to its age and also uses a different model format that I'm not sure I could grab.
For the D20 modern - weapons, buildings and vehicles from the modern age forward. What you would expect from a modern/ future RTS
Mecheon, a couple of pics

For the D20 modern - weapons, buildings and vehicles from the modern age forward. What you would expect from a modern/ future RTS
Mecheon, a couple of pics

- Anamorphose aime ceci
#111
Posté 02 mai 2013 - 06:47
SUBMARINE? Did you say submarine?
The current Doctor Who Module I'm working on is partly set in a secret U-Boat facility hidden on the South American Coast. I'm actually quite pleased with the Tileset I've done for the underground U-Boat dock with a few reasonably good 1940s additions, some German WWII uniforms for NPCs but... BUT... My U-Boat SUCKS! A lot. Even half-submerged at the dock it reeks of being rubbish.
I don't know what sort of era this submarine you mention hails from, but right now I'd kill for anything that looks more like a U-Boat than my rubbish effort... actually, almost anything would look more like a U-Boat than that...
The current Doctor Who Module I'm working on is partly set in a secret U-Boat facility hidden on the South American Coast. I'm actually quite pleased with the Tileset I've done for the underground U-Boat dock with a few reasonably good 1940s additions, some German WWII uniforms for NPCs but... BUT... My U-Boat SUCKS! A lot. Even half-submerged at the dock it reeks of being rubbish.
I don't know what sort of era this submarine you mention hails from, but right now I'd kill for anything that looks more like a U-Boat than my rubbish effort... actually, almost anything would look more like a U-Boat than that...
Modifié par PLUSH HYENA of DOOM, 02 mai 2013 - 06:48 .
#112
Posté 02 mai 2013 - 08:04
That vulture looks workable.
Mind I'd just hook it up to the standard raven model for animations, but that looks workable
Mind I'd just hook it up to the standard raven model for animations, but that looks workable
#113
Posté 02 mai 2013 - 08:07
EE2 has a WW2 sub and later nuclear sub. Here's a pic of the WW2 sub. Not sure about EE3 at the moment, but EE2 has a lot of WW2 items, as does another game I have called "Freedom Force vs the Third Reich"
- Urk et Anamorphose aiment ceci
#114
Posté 02 mai 2013 - 08:10
Damn! That's EXACTLY what I need!
(I mean, I'm not saying "drop everything and convert me a U-Boat", but at some point, that's already got a place waiting here!)
(I mean, I'm not saying "drop everything and convert me a U-Boat", but at some point, that's already got a place waiting here!)
#115
Posté 02 mai 2013 - 08:15
If there's a demand, I can do a d20 modern hak later. Limiting it to WW2 would probably be a good size for a hak. Besides the sub - warplanes, bombers, bunkers, tanks and vehicles, etc. There's probably WW2 soldiers in various uniforms but people would probably more than I can handle.
Civ4 would probably have some units for that time as well.
Civ4 would probably have some units for that time as well.
#116
Posté 02 mai 2013 - 08:20
Be careful what you mention - at this rate you'll have the next five years of your life filled with people asking "Where's this that or the other thing you made a casual reference to..." and expecting a Hak full of them by the end of the month!
(For my current needs, just the U-Boat would be wonderful, but I imagine a Hak full of such things, given the basically total lack of NWN items geared to that period of history would spark off any number of new projects... could be most interesting).
(For my current needs, just the U-Boat would be wonderful, but I imagine a Hak full of such things, given the basically total lack of NWN items geared to that period of history would spark off any number of new projects... could be most interesting).
Modifié par PLUSH HYENA of DOOM, 02 mai 2013 - 08:21 .
#117
Posté 02 mai 2013 - 08:33
I figured so, but things are going pretty smooth so far for placeables though creatures will probably be tougher.The 60 hour weeks aren't helping either.
You and Rolo have already helped tons by pitching in, plus others just with advice and as a knowledge base.
If you wanted to take a whack with your wombat, I can send you a mess of WW2 items and textures, either in nif file format or as basic gmax files. That would give you the task of adding the pwk, usenodes and shadows, plus destruct or anything else, and turning it into a hak.
You and Rolo have already helped tons by pitching in, plus others just with advice and as a knowledge base.
If you wanted to take a whack with your wombat, I can send you a mess of WW2 items and textures, either in nif file format or as basic gmax files. That would give you the task of adding the pwk, usenodes and shadows, plus destruct or anything else, and turning it into a hak.
#118
Posté 02 mai 2013 - 08:46
One thing I'm utterly rubbish at is converting files into MDL format in gmax/nwmax. I keep getting empty husks with all their data lost to the winds... but... Tell you what, if you wish, send me the U-Boat plus textures and I'll utilize the El Freako Wombat on it and see if I can figure it out. IF I can, I'll have a go at some of the other related stuff... but I promise nothing, since my last such experiments came to a hideous end...
(I keep looking at tutorials and then panicking as I have this morbid fear that if I become supremely good at 3d modelling, I shall spend the rest of eternity making piles of content and never getting any Modules done, and it's the storytelling that really interests me...)
But, I'm prepared to dabble a bit...
(PS:- I imagine a basic max file version would be best since I've never even heard of nif. so I've no idea whether any of the utilities I've got will read it.)
(I keep looking at tutorials and then panicking as I have this morbid fear that if I become supremely good at 3d modelling, I shall spend the rest of eternity making piles of content and never getting any Modules done, and it's the storytelling that really interests me...)
But, I'm prepared to dabble a bit...
(PS:- I imagine a basic max file version would be best since I've never even heard of nif. so I've no idea whether any of the utilities I've got will read it.)
Modifié par PLUSH HYENA of DOOM, 02 mai 2013 - 08:49 .
#119
Posté 02 mai 2013 - 08:52
That sounds VERY familiar - I don't think I've actually worked on the mod that started this for about 2 months. But I'm still having fun and that's what counts.
I'll send it over when I can, along with a quick walkthru that might help. From initial import to final output, for a building at least, is taking about 30 minutes now.
I'll send it over when I can, along with a quick walkthru that might help. From initial import to final output, for a building at least, is taking about 30 minutes now.
#120
Posté 02 mai 2013 - 09:16
Definitely a max file... and any handy hints you've found on rescaling these things will be appreciated... (nobody wants a foot long U-Boat after all... it'd get walked on).
As far as I can make out, nif files are specific to certain games (possibly all from the same developer), and I doubt my basic gmax/nwmax attack will touch it...
I had lots of problems trying to mess around with models taken from the two BloodRayne games because of game specific format thingies. Gave up in the end...
Just downloaded YET ANOTHER tutorial that looked vaguely useful as well as the thousand volume library I already have and am determined that I will convert this U-Boat or die in the attempt. (If it takes me thirty minutes, I will, of course, die in surprised consternation.)
Dive, dive, dive! (for cover mostly).
As far as I can make out, nif files are specific to certain games (possibly all from the same developer), and I doubt my basic gmax/nwmax attack will touch it...
I had lots of problems trying to mess around with models taken from the two BloodRayne games because of game specific format thingies. Gave up in the end...
Just downloaded YET ANOTHER tutorial that looked vaguely useful as well as the thousand volume library I already have and am determined that I will convert this U-Boat or die in the attempt. (If it takes me thirty minutes, I will, of course, die in surprised consternation.)
Dive, dive, dive! (for cover mostly).
Modifié par PLUSH HYENA of DOOM, 02 mai 2013 - 09:30 .
#121
Posté 03 mai 2013 - 11:06
A quick note - apologies if you're already aware of it...
Just been updating all my hideously debased PHoD master 2das (and hitting things with a new brick I found) and have discovered that there are two additional models in your Empire Hak which do not have 2da entries.
There's a very nice Oriental dock area with assorted buildings and boat, evidently to be placed in water and there is also a second ruined European type castle.
"e3_dock1fe"
"e3_castleruin1"
I added them to my 2da and gave the dock a quick test in game, no shadows on, and it works fine; haven't got round to the castle yet, but it's certainly OK in the Toolset and I can't see any reason they should be excluded from the 2da deliberately.
On the assumption, therefore, that this was a minor oversight, I thought I'd mention it so you can add them to the Hak 2da when you come to update things (assuming you haven't already noticed for yourself and done so).
Just been updating all my hideously debased PHoD master 2das (and hitting things with a new brick I found) and have discovered that there are two additional models in your Empire Hak which do not have 2da entries.
There's a very nice Oriental dock area with assorted buildings and boat, evidently to be placed in water and there is also a second ruined European type castle.
"e3_dock1fe"
"e3_castleruin1"
I added them to my 2da and gave the dock a quick test in game, no shadows on, and it works fine; haven't got round to the castle yet, but it's certainly OK in the Toolset and I can't see any reason they should be excluded from the 2da deliberately.
On the assumption, therefore, that this was a minor oversight, I thought I'd mention it so you can add them to the Hak 2da when you come to update things (assuming you haven't already noticed for yourself and done so).
#122
Posté 03 mai 2013 - 07:39
I had stopped work on doing the various docks since I wasn't sure if they'd be useful in game due to the layout of the meshes - with the way they're built there isn't much of it you could walk on. I think it's complete with a pwk though. They'd be more for looks.
Not sure of the ruin - only remember there being 1. The other might be a halfdone version.
Not sure of the ruin - only remember there being 1. The other might be a halfdone version.
#123
Posté 04 mai 2013 - 07:05
Agreed, the dock isn't much use for walking on, but as for looks? It's like something out of a particularly appealing Hokusai print... (although if it WAS by Hokusai, there'd likely be more bridges!) It's a very worthwhile addition for those of us with Japanese/Chinese settings (or just some thing that looks like).
The second ruin (e3_castleruin1) comes up fine in game and is nice to tag on to the other one e3_castleruin) for greater variety of form whilst making an extensive ruined area, with other Placeables scattered about as well... They are two different models of different shapes. One's essentially rectangular, the other square... Can never have too many ruined things!
I've added them, anyway, and imagine there are others who'll find one or both of use.
The second ruin (e3_castleruin1) comes up fine in game and is nice to tag on to the other one e3_castleruin) for greater variety of form whilst making an extensive ruined area, with other Placeables scattered about as well... They are two different models of different shapes. One's essentially rectangular, the other square... Can never have too many ruined things!
I've added them, anyway, and imagine there are others who'll find one or both of use.
Modifié par PLUSH HYENA of DOOM, 04 mai 2013 - 07:08 .
#124
Posté 06 mai 2013 - 09:03
Complete redoing the second set. All buildings have gone thru cleanmodels and now have a shadow, a 3D pwk and a usenode, thanks to Rolo's help.
Includes 21 houses and 7 markets, including a few winter models, a updated placeables.2da with the new items and added the submarine as well since it was done.
Should be up on the vault in a bit.
A pic of some more houses and some level 1 houses, basically huts

Includes 21 houses and 7 markets, including a few winter models, a updated placeables.2da with the new items and added the submarine as well since it was done.
Should be up on the vault in a bit.
A pic of some more houses and some level 1 houses, basically huts

- Anamorphose aime ceci
#125
Posté 06 mai 2013 - 01:58
<looking up...>
Sorry I'm being so slow with the first pack, but I've really so much going on :-(
These look great!
Please do post this on the new Vault :-)
And your submarine tutorial would look great under Articles->Tutorials there as well *nudge* :-)
<...from a nest of todo lists>
Sorry I'm being so slow with the first pack, but I've really so much going on :-(
These look great!
Please do post this on the new Vault :-)
And your submarine tutorial would look great under Articles->Tutorials there as well *nudge* :-)
<...from a nest of todo lists>





Retour en haut




