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New Building Placeable Imports


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#126
PLUSH HYENA of DOOM

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Many thanks again for sub and tutorial... Getting the hang of this now. Just finished converting Neeshka from NWN 2... or her head, at any rate.

Haven't forgotten I said I'd help with some of the WWII items with my overwhelming beneficence... he said knowing full well he'd likely find the stuff useful for his own "Doctor Who" Modules and thus acting out of nothing but low, contemptible self-interest...

I'll hopefully have some things finished and out of the way soon and be able to give this some time now that I've got the hang of converting things... I've got my Ceratosaurus into MDL format now and am equipping myself with vodka and oxygen apparatus before plunging into a gargantuan tutorial about the heinous impossibilities of animating a model...

#127
Randomdays

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Started work on the next set, plus I need to go back to the last set - I found a lot of winter texture variants to add to it.

The next set turned out to be bigger than I thought so I'm splitting the trees/ plants to another group and doing just the rocks/ stones for now.

So far I've done 20 meshes for the new set - all buildings so far and now getting ready to work on the actual resource nodes and rocks next.

Some pics below - all from EE3 - 3 mine and 3 quarry buildings for each of the 3 civs, plus a generic mine and a nifty pirate island rock that looks good. Lots of little rocks to do next.

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#128
PLUSH HYENA of DOOM

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Hm. That Pirate Rock looks good. The mines should be useful too...

Regarding the last set - some of the small homes had things like cooking pots hanging over firepits which had those hated "black blobs" between the chains holding the pot up and the "ragged" ends of thatch from rooves also terminates in "black blobs".
I've added selections to the relevant textures to cut away said baboon-shaped black blobs so you can see between the chains on the pots and the thatch ends in a ragged line instead of the blackness. (There may still be more black blobs to hunt down and eliminate. I think there were a few thatch ends with black blobs in the first set too).

Do you want me to send you the textures when I'm sure I've rendered the black blobs more or less extinct so's you can include them in such updates as you might do?

#129
Randomdays

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That would be very helpful, and I'll be updating with some winter textures anyway. The black blobs are the transparency problem again - In the original game they appear fine as the black area is completely see-thru.

Working on the rocks right now - at least 60 or so of various types and sizes.

#130
PLUSH HYENA of DOOM

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It may be possible that the original game reads textures in a slightly different way to NWN, or it just might be possible that the textures are losing something (namely the selections I've been scribbling back in) when you extract them. Depends how convoluted a process getting the textures out of the game is. If it's a simple lift direct from a folder full of textures then it's unlikely they'd lose their selections...

Anyway, give me a couple of days to hunt down any further blobs hiding at the back trying not to be seen and thus hurl El Freako Wombats at them... and then, assuming HAL 9000 here deigns to cooperate, I'll see if my mother's creaky and rubbish e-mail thing can cope with sending some tga.s. (It should still have your e-mail address in its spleen-shaped memory somewhere).

#131
Killmonger

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I know that it has been long in coming but...

I have uploaded a revised version to the vault (ee4nwn_v2)

All of the original models have been edited and compiled and each contain use nodes, shadowcasters and re worked pwk's which allow the PC to get much closer than the original.
All the models can be set to useable but I really don't like the puny destruct vfx. As this project consumed an inordinate amount of time, I decided to release it as is...<apologies>

However, I have included some breakouts from the original (like the dockhouse with crane)
Then, in a fit of exuberance I also converted some medieval buildings from the author Baychaser.

Everything runs well on my older Athalon and I hope the community will enjoy my humble submission to the best game ever,

Long live Nwn

#132
Randomdays

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Thanks for doing this Killmonger. Its been on my list to get back into NWN and fix this and add some more content, but real life and heavy modding with Freedom Force has been taking all my time for the last few months.

Do you have a link for this? I can't find it looking around.

#133
Wall3T

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ill second that. i liked viewing the models, but i cannot find them anywhere either

#134
Killmonger

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Hail and well met sirrah !

The file is in the vault, and there is a project page too:
http://neverwintervault.org/

I hope you enjoy them as much as I do. It is just great to be able to walk in the courtyards and see all the details up close and personal
I remain interested in other conversions too (especially some of the animals).
There are inherent problems with the geometry (but they will play fine in game)

When you have a chance...let our paths cross again (or just pm me)
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Modifié par Killmonger, 01 février 2014 - 07:23 .


#135
Randomdays

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Thanks Killmonger

For the animals, I can turn them into obj files, with their mtl and texture files, and get them into nwmax but that's about it for me. Turning them into animated creatures in game is out for now without major time and testing.

If you or anyone else is interested in them, I can send the files your way. As stated on the last page, I can import almost any normal animal and the sources are closes to NWN style and polycount.

I'd love to see improved versions of the camel and elephant, normal and riding, as well as the dolphin, for anyone wanting a go at them, but any animal you want to try would be great.

Also, if you have the time, When I get done with the next pack of mining and rock items, I have no problem sending them your way to "improve" them before they get posted. Consider it a joint effort if you want, and everybody wins in the end.

Modifié par Randomdays, 01 février 2014 - 11:43 .


#136
Killmonger

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<A joint effort ....I'm up for that...>

Yessir, gather whatever files you may want to send my way (in manageable chunks) and send them to me please.
Right now I have some time and I have the capacity in max to make a good stab at it for the sake of my beloved Nwn. (structures, ruins, animals, etc)
Find me on the vault and pm me. (There is a forum topic for empire earth)
I won't guarantee which files I might complete first but I am motivated.
I have a dropbox account which I will share for this endeavour, or you could email me direct...
Talk to me

<giddy with anticipation>

#137
Randomdays

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PM sent.

#138
Killmonger

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And so, it begins....anew.

For those that are interested:

The first animal batch includes
Elephant       (1808polys)
Mammoth     (1646polys)
Dolphin         (868polys)   <my favorite
and three types of camels.   (less than 1500polys each)

First, I must examine the current Nwn assets 
Second, I will study some relevant animal motions <camels don't move like deer, nor elephants like wolves   
Third, I welcome any input from the community before I begin in earnest...

Some textures may need to be sharpened, but the geometry is good for Nwn.
Thanks for the recent skinmesh tutorial ShadowM ( I will be closely examining the skeletons therein)

This will be a big task and will take time. So patience is required folks.
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Modifié par Killmonger, 02 février 2014 - 03:46 .


#139
Randomdays

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I haven't looked at them for awhile but all 4 animal types have been done for NWN already and should be in the CEP (I think). I picked these to start with for Killmonger since these are some of the roughest looking, probably being done in the early days when there were fewer resources for the modders to work with. Its still amazing what the modders have done with what they had available.

Thanks to them for the base work and Killmonger for trying to get some updated versions in game.

#140
Proleric

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I think Draygoth is working on similar animals?

#141
Randomdays

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I remember seeing this before but forgot about it till now.

Different model sources I think. Killmonger can still work with the ones I sent as an alternate for modders to use, or I can send him some new animals if he wants.

From the comments on Draygoths project it appears his animals are all mounts with no wild animal versions at present. Killmonger could work in that direction as well.

#142
Killmonger

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Just rtk now,
Yep, all three types of critters are in the CEP23
Eight types of elephant < all look pretty grisly (by comparison to what's coming)
Four types of camels < 2 dromedary, 2 Bactrian (equally grisly) <I have a "dromedary"
One Dolphin <a very nasty looking beast...Yikes! ...Flipper it ain't  Posted Image
All seem to have case specific supermodel animation too...
Yes, I intend to be consulting with Draygoth soon...("Mounted" oliphants perhaps?)
The good news is that the workflow is pretty much clear to me.

However,
Having just returned from a 36hour burst of RL duty,Posted Image ,
I will be excising each model for further study after some sleep.
I anticipate that all the animations will need some TLC tweaking and some special customizations.
So, what will also be required are the "special" sound sets for each    <nudge nudge....
As an animal lover, <yum>
I will enamour each critter with greatest respect...
(a killmonger must be efficient to be effective)

#143
ShadowM

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Draygoths models were all mounts but started to convert them to normal based models, which is why I made the Tutorial so people could start to this conversion from his models and from other sources(because I have other projects that I still need to finish before coming back and doing more work on these or other models). I looked over his models, but a good amount are high in poly count and some texture smearing. So I disappeared of the grid for a little bit to look into reducing the poly count and fixing the texture without losing quality and found some nice technique (mainly learning blenders great tools). I took the jaguar for a test subject and took it from 10K down to under 2k and fixed the texture. The question is if you have equal quality models or better models(lower poly count and good texture) it be less work for the custom content community. So you might want to let him know. Cannot wait to see some of the cool stuff that be coming :)

Modifié par ShadowM, 04 février 2014 - 11:07 .


#144
Randomdays

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Most of the creatures/ buildings are under 2k for poly count. A few preview pics below.

Some creatures ;

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Some Civ5 units that would look good as some non dynamic enemies;

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These and others, like some nice Aztec, Inca, Maya, were modded by Danrell at http://forums.civfan...p?do=cat&id=129

Modifié par Randomdays, 05 février 2014 - 10:32 .

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#145
KlatchainCoffee

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Randomdays & Killmonger - these look good! If you are going to prioritise at all, please do the sheep, the squirrel and the frog first. Thank you! :)

#146
Randomdays

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It only takes a minute or 2 to make them an obj file to import into max. The rigging part for Killmonger a lot longer of course.

If anyone else with some time and skills wants to try, let me know and I'll send some your way

#147
Killmonger

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As yet nothing is set in stone (er... fleshed out)

The first priority is to get the skeletons and skinmesh to work properly for each of the first files.
There is a lot of work to be addressed and enacted with only limited amounts of free time.

As we "sink our teeth" into this I'm confident that priorities will emerge.
Barnyard critters are high on my list. As are all the less well represented creatures. That said, the Cep creature files are an enormous compendium. We should all bow with humble respect to the great works of the CCP team of yore....ty....

Moving forward, what will become necessary are more accurate motion captures of exotic beasts past the deer and ox animations. I look to the folks of the rabbit and frog initiative as an example.

Patience is a virtue and we are only at the beginning of this great endeavour...

<Long live Nwn>

#148
Randomdays

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Talking with Killmonger I'll be setting up the creatures in themed groups for him or anyone else to play with. We'll mainly be trying to stay with creatures with the "rougher" look in NWN, or not present yet. Subject to change as conditions warrant.

Africa 1 set; hyena, vulture, baby elephant, gorilla

Africa 2 set; chimpanzee, rhino, hippo, crocodile

Farm set1 ; sheep, bighorn sheep, goat, mountain goat,pig

Farm set 2; turkey, horned sheep, brahma bull, cow

Forest 1 set; rabbit, squirrel, frog, raccoon, caribou, chipmunk

Forest 2 set; moose, beaver, coyote, wolverine, fox, armadillo

#149
Draygoth28

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I would like to check them out if you don't mind. I have made an updated wolf and (2) dogs that have animations. So far the elephant has given me great grief. If you guys want to work as a collaboration I can keep you posted on what I have done or we can work from a list. Just let me know.

#150
Randomdays

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Killmonger can talk to you about the animation issues.

If you'd like to check out any of the packs I'll be putting together or an individual animal, PM me your email and I'll send them your way.

I've been sending KM the obj version of the files, but for most, I have the original nif files with the matching kfs. NWN max will take both if you have the nif scripts, so you might be able to use some existing animations instead of starting from scratch.