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Witcher placeable conversion project


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#1
Tchos

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As a player of The Witcher, I've seen many placeables that I'd love to use in my NWN2 modules.  Some are simply alternate or better-designed objects that NWN2 also has (like treasure chests), while others are objects that simply don't exist in NWN2 (like a telescope or fish).

Since CD Projekt RED has given permission for modders to import their assets into other games (provided it's not for profit, and not used to defame them as a company, or things like that -- see below), I took on the task of converting them.  This required several new tools -- a tool to extract the data from the Witcher archives, some import/export plugins, and unfortunately 3ds Max.  The latter is necessary because the only import/export plugins I could find for The Witcher models only work in 3ds Max, and specifically not in the free Gmax that I've been using for NWN2.

I say "unfortunately", because it's an expensive program, and I have several free 3D programs that suit my needs aside from plugin requirements.  I downloaded a 30-day trial version of 3ds Max, and I'll have to see how much I can convert in that time.

At the time of this initial writing, 5 days into that 30-day trial, I've completed 43 models, where "completed" means I've fully converted them and imported them into a NWN2 module, where they display and behave correctly.  Since my current priority is to get the models into a format that I can work with after the 3ds Max trial has ended, there are fewer completed than there would be otherwise.  There are 162 additional models that I've converted to the .3ds format, which Gmax can import, awaiting their final steps.

There are 482 models that I haven't yet begun to convert, but these are all object placeables.  There are some other items, like buildings, that I haven't yet found in the archives, but I want to convert those too, so I'll have to hurry up.

I've reserved the range of 15000-15999 on the NWN2 wiki's page of reserved 2DA ranges, giving me a limit of 1000 placeables.  I currently have 899 entries in my 2DA, and there are an unknown number of additional objects within the resources that can be converted.  If I end up with fewer than 1000 placeables, I'll amend the reserved range to free up the unused ones.

A few pictures, showing some of the conversions in the NWN2 toolset (Aldanon included for scale).

Using Dropbox for these links for more convenience, except Dropbox doesn't generate clickable thumbnails like Picasa does.

Permissions for importing The Witcher assets into other games:

 

Paweł Panasiuk (BANAN), CD Projekt RED, 2013-03-15
All I can say that you can use the assets. You have to be careful with how you use them, avoid using them in a way that will cause harm to our company in any way.  Now, you should also know that selling this kind of mods and using them in any way to earn money is strictly forbidden.

 

Marcin360, CD Projekt RED Community Manager, 2013-03-20
Pretty much what BANAN wrote. As long as it's not for commercial use and you're not doing anything offensive with it, we're fine with your creations:)

 

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Latest version, to be updated as appropriate:

 

Witcher Placeable Conversion project v0.388.7z (334 placeables)
2015-03-16

 

Update patch:

Witcher Placeable Conversion project update v0.431.7z (36 placeables)

2015-06-12

 

Thumbnail gallery of placeables not yet converted (make your requests by filename, visible by clicking on an individual picture)



#2
casadechrisso

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I'd love to see some buildings and exterior stuff if that'd be possible, especially those farm buildings and huts! :D
Good work, I hope you get a lot more done during those remaining 25 days!
...
(Maybe learn armor conversions.... :-x )

#3
Tchos

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I'll do my best to get those excellent buildings and exteriors. First, it's a matter of finding them. They're not placeables like in NWN2.

#4
-Semper-

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as far as i remember they're combined with the area mesh. you've to import the area into max and manually extract the buildings. perhaps a cleanup of the mesh is also needed.

#5
PJ156

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Those are sweet placeables Tchos.

This is great support and assistance to the community. I love the bed object.

PJ

#6
Morbane

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What awesome stuff!!

Nice goin Tchos!

#7
rjshae

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Nice work! I'm sure these will be welcome additions.

Modifié par rjshae, 27 avril 2013 - 04:20 .


#8
Friar

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I love the Witcher! Sure is good to have you as part of the community!

#9
kamal_

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Whoah, that's a lot of new stuff. And they look really good too!

#10
Surango

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Very nice. With the counter, is there a way to put it back where the PC won't go behind it to talk to merchants?

#11
Tchos

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I thought you all would enjoy them. :)

Surango: Sure, with any counter you can cut off the walkable area to prevent the PC from running around to talk to them.  You can do it with walkmesh cutters, or block it with placeables, or move it close to the wall enough so that the ends are against the wall.

Modifié par Tchos, 27 avril 2013 - 06:13 .


#12
Tchos

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The number of completed toolset imports has only grown by a few, but there are now 221 converted to 3ds format. The main reason for the delay is that I was delving deeper to find the area files for the buildings. The Witcher doesn't use tilesets, nor does it use placeables for its exteriors or interiors. Instead, as Semper mentioned, the entire areas were built as "sets" in 3ds Max. This means I can't easily convert individual buildings into placeables, because they're drawing from a pool of common architectural textures, not using self-contained UV maps, so I'm not sure how I'd handle converting the textures. Nevertheless, I'm saving these sets in .3ds format so I can deal with them after this trial is expired. A few of them seem to be too large for the import plugin to handle, though, so I think some are going to have to be missing.

I'm actually not even sure how to get the textures to display in 3ds Max. When I import these objects, they're untextured, though the UV coordinates are preserved. It's not until I've exported it to the NWN2 MDB format and used MDB Cloner to point it to the texture maps that I can import them into either of the Max programs and see the textures applied properly.

If I can figure out how to apply the textures within 3ds Max or Gmax, then perhaps I can just put the architectural textures into the NWN2 project folder and the separated models will display correctly even though they're not self-contained UV maps.

I did find some more objects that can be used as placeables, under "items".

I don't plan to try converting any creature objects at this time, because they'd need to be rigged to a skeleton, and I don't have any idea how to do that. But I can keep them on hand in case that changes in the future.

Also, this game doesn't really have any armour as such -- the characters come with clothes as part of their bodies. There seem to be 4 or 5 different complete models of Geralt, for instance (see image) -- one for each of the few armour upgrades you can get for him, with that armour on his body. And since it's not really a gear-based game, there are relatively few weapons, but I think I can convert what there are of those, at least as placeables for now. Maybe later as weapons, though I'd have to learn how.

Modifié par Tchos, 28 avril 2013 - 07:19 .

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#13
-Semper-

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Tchos wrote...

I'm actually not even sure how to get the textures to display in 3ds Max. When I import these objects, they're untextured, though the UV coordinates are preserved. It's not until I've exported it to the NWN2 MDB format and used MDB Cloner to point it to the texture maps that I can import them into either of the Max programs and see the textures applied properly.


that's because the importer plugin creates appropriate materials and automatically links the textures to the right slots. if you want to do this manually you have to press m, select a material slot or create a new one, and link a new bitmap (in your case the diffuse texture) to the diffuse color slot. if you're using max10 and above the material editor was swapped with the slate material editor. there it's the same principle, but you've to create a new standard material first.

gmax is very similar in handling materials.

Posted Image

Modifié par -Semper-, 27 avril 2013 - 11:57 .


#14
casadechrisso

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Ah, forget I mentioned the clothes - I was mixing up with Witcher 2 and the legendary Triss armor from the Skyrim Nexus. :)
Pity about the buildings being part of the whole area, I thought they were placeables... NWN2's country houses are so ugly and there's no real replacement for them like the medieval City hak for cities... :(

#15
Tchos

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Semper: I'm using version 8, so it has the material editor you're showing there. At the moment it's refusing to allow me to select any DDS files, though, so I can't test it. Keeps telling me "Error creating Direct3D device". I'll see if Gmax works better.

Casa: Don't worry just yet -- I'm not giving up on the houses. I'll try extracting one after I have everything saved as .3ds files. I really want them. They were one of the main reasons I wanted to do this.

#16
PJ156

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Hello Tchos, you last picture links dont work and that made me sad. I want to see the cool new stuff.

:-)

PJ

#17
Tchos

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Thanks for letting me know, PJ. It was due to spaces in the filenames. I've fixed the links. :)

#18
PJ156

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Thanks for fixing them they are very nice.

Can these be scaled and tinted?

PJ

#19
Tchos

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Well, they're normal placeables, so they can be scaled like any other. 

As for tinting, yes and no.  The Witcher engine was apparently not set up with anything like tinting, so they do not come with tint maps.  In the image with the chests, they created a couple of separate models with separate textures for those large chests at the two sides, but that could have been done with tinting.

For all of the placeables I've imported into NWN2 so far, I've applied a generic tint map as a "better-than-nothing" temporary solution, so that they can be tinted.  The tinting covers the entire item.  For some objects which are made entirely of one material, that can work fine, but in many cases that's not an ideal solution.  I think the altars look fine, but that "roasted bird" is too uniform.
I also created a custom tint map for one of them.  I'm not sure if I can create custom tint maps for all of these, just due to the time it takes.  Any kind of texture work takes longer than the conversion process itself.  This probably isn't the best example, since the screws are already coloured brown-ish in the original, so when I tint the wood you don't see much difference there, but you can at least see that the big metal clasp in front is not affected by the wood tint.


Modifié par Tchos, 28 avril 2013 - 08:21 .

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#20
PJ156

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Those look good. I think the birds okay, the stock one looks a little underdone anyway.

The altars would do well as they are but the chest is a very good effort. I thing the altart on the left would make a very good step or pedestal as well so I am looking forward to having that one :)

PJ

#21
Tchos

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I'm pretty sure the original one is supposed to be raw, and you'd use it in a kitchen environment. :)

#22
Tchos

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Had a marathon conversion session today, bringing the total up to about 450 placeables converted to 3DS format. A couple of choice ones also got imported into NWN2.

I want to state here that if anyone sees a placeable that they want right now, instead of when they're all done, just let me know, and I'll make it available.

A small percentage of the placeables have no texture maps, and those seem largely to be placeholder objects (basic cones, boxes, or copies of other placeables eith different names). Others are objects that combine multiple objects, or objects that have generic textures (like seamless tiling rock). I've kept the ones that could easily be given a texture, but only when they look useful.

I couldn't say why, but all of the Witcher textures are vertically flipped. They're not just rotated, because if you rotate them 180 degrees, they'll still be backward, so they're flipped top to bottom. Their UV maps flip them back to normal in-game.

One interesting thing I've found about the NWN2 toolset is that as long as you don't have a placeables.2da file in a loaded hak or override, you can just drop it in the module folder and it works fine. However, if you first load a module that does include a placeables.2da in an attached hak, and then close that and load your module that has the 2da in its module folder, the toolset will not use that 2da and you'll have a room full of missing placeables (or perhaps I could say you'll have a room empty of non-missing placeables).

This trial version of 3ds Max is rather unstable. It runs fine for a while, and then it starts freezing up at unpredictable times, leaving me no choice but to force-quit it, and this happens more and more often until I can't even convert a single file before it freezes. I haven't found a pattern for any particular activities that cause this freeze. Rebooting seems to be the only thing that makes it start working properly again. Not exactly a confidence-inspiring demo.

Some more placeables. Aldanon stands by for scale again in one of them:

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#23
Dann-J

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These are looking great. The only downside is that you risk making the standard NWN2 placeables look crappy by comparison.

One of those altars would be perfect for Kuo-toa who worship Dagan.

#24
Tchos

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Quite right. In fact, it is an altar to Dagon in the Witcher as well.

#25
Tchos

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The total's now at 450 placeables. Almost done with the placeables! After this, there are a few item objects, and of course the problematic architectural areas, which I'm not sure how to handle. I think the best I can do for now is to just convert them to .3ds format so that I can open them in Gmax later.

I've converted a couple of files from the "items" folder. There aren't quite as many objects in that folder, and many of them are so low-resolution that they're not worth converting. With these and the other placeables, I'm looking at around 850 items total, not counting whatever I can extract from the areas.

One of the items I converted immediately included a key object. There has been at least one time that I wanted my module to include a key you could find on a desk and pick up, but the NWN2 resources don't include placeable keys -- only items without models. That meant I had to put the key in someone's inventory, or inside a chest or something, instead of placing it on a table. Now I can do the latter.

Today, while converting, I found the animation controls in 3ds Max. I don't (yet?) know how to convert animation from 3ds Max to NWN2, but now I can see how to create the animation in the first place.

I'm still having trouble with setting materials to have a metallic sheen, despite Semper's pointer to the material editor. There are several items here that have mirrored surfaces, and the usual way of dealing with those in these games that don't include reflections is to just make them highly glossy, but despite applying a high specular power and glossiness to the material, with or without a nearly pure white alpha channel in the normal map for the item, I can't seem to get it to display properly. Not sure what I'm doing wrong.

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