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Witcher placeable conversion project


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#251
kamal_

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DannJ wrote...

These are just the sort of things angry villagers need to wave about while storming a nearby ruined castle, where a mad scientist/mage is creating unholy abominations. We already have sickles, scythes and axes, and flaming torches. Equippable pitchforks would be the icing on the cake!

Trident

#252
Dann-J

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kamal_ wrote...

DannJ wrote...

These are just the sort of things angry villagers need to wave about while storming a nearby ruined castle, where a mad scientist/mage is creating unholy abominations. We already have sickles, scythes and axes, and flaming torches. Equippable pitchforks would be the icing on the cake!

Trident


I've used one of the models from this pack for aquatic elves. None of them are particularly pitchforky - although the fishing spear is the sort of thing you'd expect to see lying around in a village.

Most pitchforks tend to have four tines. Would that make them quadents? Image IPB

#253
rjshae

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Tchos wrote...

Well, here it is, then.  At your leisure, Bob.


Here you go: one walk mesh. It seems to bake properly, although the camera goes wonky.

#254
kamal_

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DannJ wrote...

kamal_ wrote...

DannJ wrote...

These are just the sort of things angry villagers need to wave about while storming a nearby ruined castle, where a mad scientist/mage is creating unholy abominations. We already have sickles, scythes and axes, and flaming torches. Equippable pitchforks would be the icing on the cake!

Trident


I've used one of the models from this pack for aquatic elves. None of them are particularly pitchforky - although the fishing spear is the sort of thing you'd expect to see lying around in a village.

Most pitchforks tend to have four tines. Would that make them quadents? Image IPB

hmmm yeah. I googled pitchfork and the farmer ones are four tines, the devil ones are three. Well I guess those farmers are secretly tieflings or something. :P

#255
Tchos

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I'm sure I have a pitchfork around somewhere. I found it when I was looking for a good trident for my sahuagin.

Thanks for the walkmesh, Bob. I'll try it out and include it in the next batch once I apply the texture. This is one of the objects that doesn't have its own dedicated UV map, so I have to apply a shared architectural texture.

#256
PJ156

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Hello Tchos,

you said I could post a wish list and here it is :)

I need a very run down area over the next few weeks. the mattresses you did for me are great but these other items would help me out a great deal.

wishlist_zps499985ee.jpg

Thank you

PJ

#257
andysks

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I don't need a run down area but I can say these would be nice additions :).



#258
Tchos

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The piles of rubbish will take a bit longer, since their textures are not single UV maps (the soup pots also used more than one texture, but at least that was only two.)


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#259
PJ156

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You sir, are something of a star in my opinion. And I shall hear no others gainsay me.

Should you find something I may do in return, please do not hesitate to shout out.

PJ

#260
Tchos

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If I think of something, I'll take you up on it.  :)  I'll have the rest out and ready to go perhaps tomorrow night.



#261
Dann-J

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The bloody remains would be perfect as lootable body bag models dropped by dead creatures (which is what I think they were used for in The Witcher as well). There are a couple of unused mutilated corpse models already in NWN2, but they're nothing to write home about.



#262
Tchos

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The bloody remains would be perfect as lootable body bag models dropped by dead creatures (which is what I think they were used for in The Witcher as well). There are a couple of unused mutilated corpse models already in NWN2, but they're nothing to write home about.

 

Indeed they were.  And there are some more intact mutilated corpses to come in the Witcher placeables as well, whenever I get to them.

 

For now, here's a small new release including PJ's requests, some of Andy's requests, and some other items that I was working on for other reasons.  All of the new objects are placed in Interior4 for easy checking if you open this as a module folder.  Certain objects use more than one texture, which means you'll have to copy all of the textures which have different names if you want the object to show up with textures.  One of them, ob_debris01, uses 10 different textures and was a bother to convert.  The textures are listed in the text file "multi-object placeable textures.txt".

 

21 new placeables in this, plus the wieldable hoe mentioned earlier.  Can't remember if I released it before.  Screenshots of some of the new items that I haven't shown screenshots of will follow later.

 

Witcher Placeable Conversion Project version 0.334


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#263
PJ156

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Many many thanks Tchos. Some of this is going direct into my mod so screen shorts will be forthcoming.

PJ

[Edit] I've just seen all the new toys and there are some real treats in there :D

#264
rjshae

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Really nice stuff this, and I'm very glad you're doing it Tchos. But I'm thinking it will probably render as unnecessary some of the models I was going to add to the City-State project. I'll probably focus more on unique or esoteric content now. Thanks. :)



#265
PJ156

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Not so me thinks RJS! Variety is everything afiak, especially in the mundane items. there's a lot of furniture still to come in the Witcher set but there is much that is missing or could be doubled up on without the resource pool being cluttered.

I may sound greedy but what, for me, would be very cool is more industrial items. Something so that we could model a coopers or tanners. I would really like to see the two man saw in the lost OC content set completed as well.

Ahhh so much to do and so little time and skill :(

PJ

#266
Vekin101

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Thanks for these, I really enjoy having these items to play around with. 



#267
rjshae

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I may sound greedy but what, for me, would be very cool is more industrial items. Something so that we could model a coopers or tanners. I would really like to see the two man saw in the lost OC content set completed as well.

 

Yes, that's a problem I kept running into when I was working on a settlement. I'd want to create a workshop, but be unable to do so because of lack of placeables. An example is the pottery shop--a manual potting wheel with some unglazed pots would work wonders. Maybe a finished amphora, jug, some ink pots, a brush, large kiln, and tongs. I was able to get by with other parts to build a fabric shop, but a spinning wheel would have been nice. Likewise a stack of planks and some woodworking tools for a carpenters, hanging fish and nets for a fishmongers, and so on.



#268
PJ156

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I was able to get by with other parts to build a fabric shop, but a spinning wheel would have been nice. Likewise a stack of planks and some woodworking tools for a carpenters, hanging fish and nets for a fishmongers, and so on.


I've been the same, especially would like to see some hanging nets for a fishing village dock ... it goes on. we can just about scratch together a potter as you say but a wheel would help a lot. There are some bolts of cloth in the witcher set that i would like to see but some fullers equipment would be very nice to go with them.

PJ

#269
PJ156

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Thanks for these, I really enjoy having these items to play around with.


Hello :D

PJ

#270
Tchos

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Glad these are of use.  Despite doing these, personally, I long for more fantastical items, whether they're interesting things in a style suited for the civilised races like elves, halflings, dwarves, etc. (building placeables, furniture, and decoration/usable items), or more magical things for witches (things to decorate a witch's cottage, for instance), alchemists/wizards (beyond the usual glassware), druids (something to distinguish a normal forest from an enchanted druid grove).  Generally, things to stress that we're in a fantasy world, and not just Earth's middle ages.  We have so much less to work with for that sort of thing compared to the mundane human items like what most of these represent.

 

Nets are definitely on my list, though.


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#271
rjshae

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Some of the NWN CCC placeables look like they would be really nice for porting to NWN2, including a number of non-human placeables. (For example: the furniture from the Drow Stuff collection.) A lot of NWN placeables are low poly efforts though, so probably not worth the effort.



#272
Tchos

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Drow stuff is good, and is generally by definition the kind of exotic high fantasy I'm talking about, though drow are sort of a one-note race, or are at least typically played that way. 

 

Also on my wish list are things that can be used to build things like an ice palace/crystal fortress, or the kind of special doors, traps, and places shown in D&D modules that take you to exotic and fantastic locales.



#273
rjshae

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Drow stuff is good, and is generally by definition the kind of exotic high fantasy I'm talking about, though drow are sort of a one-note race, or are at least typically played that way. 

 

Also on my wish list are things that can be used to build things like an ice palace/crystal fortress, or the kind of special doors, traps, and places shown in D&D modules that take you to exotic and fantastic locales.

 

Yes, an ice/crystal palace/fortress would be cool. Not sure how to get the semi-transparent appearance though.

 

Perhaps you know the answer to this one: is it possible to resurface a standard door with a different appearance using a vfx? Maybe an ice crystal surface like you mention, or a stone surface for a dwarven door? It would need to follow the swinging animation, of course.


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#274
Tchos

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I'm not sure about how VFX might affect doors, since I know doors are a little special, but I know it's possible for a VFX to replace the texture of a placeable or creature with a different texture, so I imagine it would also work on a door.  Such a texture replacement follows the creatures affected, so it should follow the swinging as well.  It would bear testing.

 

As for semi-transparency, that would perhaps best be done with the illumination map.  Certain stock building placeables, such as at least one of the temples, have coloured transparent windows that are done with illumination maps.  I used a similar idea in some of these Witcher placeables to make a glass effect.


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#275
Dann-J

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For non-static placeables, you can generally apply one of the translucent SEF files (like the camouflage spell effect). You could also create unglazed vases and urns by making them non-usable and non-static and giving them a texture-swap effect (like stoneskin without the falling dust).

 

But as Tchos suggests, doors are special objects that might not behave quite like other placeables. I'm not even sure they have an SEF slot in their properties window (although you might be able to apply an effect to then via script).

 

Weapon models certainly don't seem to want to accept translucent effects. If you want transparent ice weapons you've got to clone a weapon model, make sure the 'use alpha channel' flag is checked, make the diffuse texture invisible using the alpha channel, and give them a glow map. Although weapons seem to have no trouble becoming translucent if you put the effect on the creature holding them, instead of on the weapon itself.


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