Witcher placeable conversion project
#226
Posté 17 janvier 2014 - 10:22
Anyway, more placeables. In PJ's thread I already showed this one, but here it is again, to keep them all together. Unless I've forgotten any, this thread has screenshots of every completed placeable in this package. As mentioned there, I cobbled this roast pig on platter together from several Witcher placeables, including a pig on a spit, a platter that formerly held a mostly-stripped carcass, and some fruits.
Here's the pig on a spit, as well as the placeable called "toolhang01", which does not contain tools unless you count the ropes, but it does have a better-looking hanging item of clothing than the hanging clothes from last time. This one looks like a work apron, I think.
And here's the hoe. It came out smaller than I think a hoe should be, and I don't know why, since I used the same scaling I've been using for all of these. The one on the right is scaled up to 1.42, which looks more like what I would expect, with Aldanon standing nearby for scale reference. But I'm not a farmer or gardener, so I don't know if that smaller size is practical for doing work.
The original model was made for holding in the hand, of course, not as a placeable, so it was straight upright with the head on top, and not much use for area decoration, so I tilted this one to rest against a wall and rotated it for the head to be on the ground. I could make other rotation variants, but I don't want to make too many and have to reserve more 2DA space if I run over my current 2DA range reservation. But if there are certain rotations that would be more useful than this, or that would be useful in addition, I could make some.
Also in the hoe screenshot is a decorative urn. I had to replace the normal map on that one, since the original one was pure black, and caused the placeable to be in permanent shadow.
#227
Posté 20 janvier 2014 - 01:39
The straight up-and-down version with the head at the top would be useful as an equippable model, or as another handy VFX, if the scale was appropriate. There is a raking animation for humanoids in the game, but unfortunately the only equippable rake model is pointing in the wrong direction, with the tines upward instead of down. The same animation could be used for hoeing.
Modifié par DannJ, 20 janvier 2014 - 01:45 .
#228
Posté 20 janvier 2014 - 01:50
Edit: What's the name of the rake model? I don't see any when I filter for the word "rake".
Modifié par Tchos, 20 janvier 2014 - 01:51 .
#229
Posté 22 janvier 2014 - 04:59
In the meantime, the theme is things with wheels.
Two wagons
A wheelbarrow and a couple of mine carts
#230
Posté 22 janvier 2014 - 05:26
#231
Posté 22 janvier 2014 - 05:31
#232
Posté 22 janvier 2014 - 05:50
#233
Posté 22 janvier 2014 - 06:01
#234
Posté 22 janvier 2014 - 10:03
Tchos wrote...
I haven't done anything with equippable objects, so I don't know if there's anything extra I need to do to make those work, but I'll look at the rake model and see if I can fix its orientation. If so, then I can use it as a guide to the size and orientation for the hoe, so you can add both to the Handy VFX.
Edit: What's the name of the rake model? I don't see any when I filter for the word "rake".
It's called i_rake01.mdb. Most of the equippable non-weapon items tend to start with i_.
#235
Posté 22 janvier 2014 - 11:49
DannJ wrote...
A halfling-sized hoe perhaps?
The straight up-and-down version with the head at the top would be useful as an equippable model, or as another handy VFX, if the scale was appropriate. There is a raking animation for humanoids in the game, but unfortunately the only equippable rake model is pointing in the wrong direction, with the tines upward instead of down. The same animation could be used for hoeing.
Maybe a mop too some day?
Tchos wrote...
Still need to know the name of the rake model, if I'm to find it.
In the meantime, the theme is things with wheels.
Two wagons
A wheelbarrow and a couple of mine carts
Very nice!
Modifié par rjshae, 23 janvier 2014 - 12:46 .
#236
Posté 23 janvier 2014 - 01:04
#237
Posté 23 janvier 2014 - 04:53
Two banners. There are several more styles of banner, all with the Flaming Rose symbol, which would make them of limited use as they are, but anyone who can just change the texture's picture to whatever they want will have more options for banner styles.
Here are the rest of the hay bed models (2). The first one was done in a previous release, but it's the one that's pushed up against a wall instead of lying flat. This includes a variant that has some branches underneath it. Also in the picture is a branch model, which uses the same texture as the ones under the bed.
Another barrel, bucket, and bench. Nothing special, and nothing we don't already have, but I got them out of the way since they were easy to do.
3 bed variants with different mattresses. One uses the hay bed texture.
A pile of very large cards.
An iron barred door with a lock. It's a placeable, but the pivot point is on the hinges, you can script it to rotate open if you can manage to get that to happen smoothly.
A grappling hook with a very long rope. This one was a surprise to me, because its preview image showed something completely different.
Birdcages. I made three variants. One with just the cage, one with the cage and the swing on the inside, and one with a bird sitting on the swing. The bird is not animated, so I would use one of the VFX birds and put it on the swing, if it fit.
This should be enough for a release. See here soon.
#238
Posté 23 janvier 2014 - 08:09
As I make variants for objects, I must necessarily amend the 2DA file to accomodate them. This means that you need to update your 2DAs if you're using any of these items already. When I make these changes, I do not change the position of the existing placeables, so if you're using any of the ones that were available already, they will still work when you update the 2DA.
When I do this, I take over objects that I had previously marked as "NULL_" in the appearance names. These are items that I discovered to be duplicates of other items, or otherwise undesirable items, after I had already made the 2DA. If PJ did not made blueprints for these NULL items, then blueprints will have to be made for the new items that take over their slots. If he did make blueprints for them, then they'll need to be renamed to match what's there now.
Also temporarily included, though it's not a Witcher item, is the fixed stock rake that I just corrected, with its tines pointing down when it is used. This is in there primarily because I used this module to test it. Dann, you should take it to use in your handy VFX. I named the file w_staff10.mdb so that I could give it to Aldanon as a quarterstaff, because when I made it a "rake" item, the game complains that even a human-sized creature is too small to equip the item. A problem -- the model is not retaining the smoothing that I'm applying to the shaft. Why? All of the other items keep their smoothing, but when I bring this one into the toolset, it's blocky again.
All new placeables are placed in a new interior area (interior3), for easier reference. If you start a new game with this module folder, it will start you in the new interior. Or, you can just open it in the toolset.
For anyone who wants to make further requests on particular placeables to do sooner than later, please refer to the thumbnail gallery. (Also, let me know if there's any problem viewing this gallery.) By clicking on any of the thumbnails, you should see the name of the file at the bottom left of the screen. Tell me this filename for your request.
Unfortunately, there doesn't seem to be any way to force the Dropbox albums to sort the files alphabetically (it wants to sort "photos" by the date they're "taken"), so they're all completely scattered out of order.
Modifié par Tchos, 23 janvier 2014 - 11:42 .
#239
Posté 23 janvier 2014 - 02:13
#240
Posté 23 janvier 2014 - 02:23
A walkmesh could indeed be applied to the stairs right into the MDB so that they would be like the balconies. Bob Hall has been making some placeables with included walkmeshes recently, but I've only made one partially successful experiment with that sort of thing.
#241
Posté 23 janvier 2014 - 03:27
#242
Posté 23 janvier 2014 - 06:33
#243
Posté 23 janvier 2014 - 06:56
#244
Posté 23 janvier 2014 - 07:15
ob_l08anim_1b_b
ob_roast02
ob_sarc02
ob_iguanamag01
ob_mirrorsal01
ob_wedstuff05
ob_snag03
ob_stump01
ob_beehives01
ob_throne_01
ob_skelepart01
ob_l01obsta08
ob_skelemon01
This was a quick scroll down of course. I am sure all of the models in there deserve to see release, but these ones I mention got my attention the most.
#245
Posté 23 janvier 2014 - 09:58
Tchos wrote...
Also temporarily included, though it's not a Witcher item, is the fixed stock rake that I just corrected, with its tines pointing down when it is used. This is in there primarily because I used this module to test it. Dann, you should take it to use in your handy VFX. I named the file w_staff10.mdb so that I could give it to Aldanon as a quarterstaff, because when I made it a "rake" item, the game complains that even a human-sized creature is too small to equip the item.
Nice work, Tchos.
It sounds like there's a problem in baseitems.2DA. Since the rake item didn't make it into the finished game, that's not so suprising.
[Edit: weapon size is set to ****, which the game probably doesn't understand. I'd probably set it to medium (3) so anyone can equip it]
That won't be a problem as a 'Handy VFX' though. They're really just smoke-and-mirrors. Although having it as an equippable item (preferably not a two-hander though, so gnomes and halflings aren't excluded) would allow peasants to use it as a weapon. Especially if their name happens to be Pigsy.
Modifié par DannJ, 23 janvier 2014 - 10:05 .
#246
Posté 23 janvier 2014 - 10:24
I am just integrating these models now. I had done utp's for the null files and for the other new items. I have just seen that this did not extend to the house model you did so I will fix that too.
Can I just confirm that the only new placeable (outside of the original 2da) is the rake and the bird cage options? or have you worked exclusivly with NULL locations on this update?
PJ
Modifié par PJ156, 23 janvier 2014 - 10:35 .
#247
Posté 23 janvier 2014 - 10:37
PJ: The rake doesn't require a 2DA entry, because it's not a placeable. Weapons use a standard naming convention that allows you to add more without any 2DA editing.
All of the new placeables that were not already in the 2DA are occupying slots formerly occupied by NULL items. There are no new numbers used.
#248
Posté 23 janvier 2014 - 11:11
#249
Posté 23 janvier 2014 - 11:15
And here's the hoe in action. (Also as a quarterstaff.) I switched to Shandra because Aldanon's robe was obscuring some of the model.
#250
Posté 24 janvier 2014 - 12:32





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