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Witcher placeable conversion project


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#276
kamal_

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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.

Ice palace is easy enough with my tile textures. The problem I wasn't able to solve was having the tiles be translucent, totally transparent is doable.


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#277
Tchos

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Kamal: I was thinking mainly of placeables to build the exterior of an ice palace to set the stage for retextures like what you provided.

 

Screenshots of the as-yet unshown new objects:

  • Pile of debris (another angle)
  • Pile of burnt wood with some dirt underneath
  • More debris -- broken pots, planks, rocks and dry grass
  • Even more debris -- planks, rocks, leafy plants, and dry grass
  • Large decorative sarcophagus with broken bars to the inside.  The pile of bones at the base are part of the model.
  • Big elaborate mirror with snake fixtures.  Question: Is there any better method of creating the impression of a mirrored surface in this engine?  I don't know of a way to have true reflections, so I simply have the surface of the mirror part being extremely specular, creating a bright glare if you have a light near it.  Without a light near it, it looks like a stone or metal surface.
  • Wreath with white and yellow ribbons for a wedding celebration.  There are a few other items in this set, like a maypole, but this is the only one I've done so far.
  • Mine apparatus.  Crank and rope with a wall attachment.  I thought something like this could be used for the machinery that controls a trap as well.
  • Throne.  Not as fantasy as the Iron Throne, but if you want a big chair, here it is.

Also, PJ informs me that there's one otherwise-finished object in the pack to which I forgot to assign textures.  There are also two unfinished objects accidentally included in the pack.  I'll get the fixed one up soon.



#278
kamal_

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  • I don't know of a way to have true reflections,

VFX can do true reflection just fine. I made a custom vfx for Path of Evil that did reflection.

 

As far as transparency/translucency of objects, that can also be done, http://dragonlanceni...d-translucency/


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#279
Tchos

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Very useful info.  Could you post just the special effect file(s) for reflectivity so I can try it out (or tell me its name in PoE)?  I'll try out that transparency info as well.

 

Edit: I don't know how to apply the info presented in the link.  Where would you add these model properties?

 
type = rigd
trans = 1
addblend = 0
alphablend = 0
 
In a 3D modeling program?  In the toolset?  In the VFX editor?


#280
kamal_

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Very useful info.  Could you post just the special effect file(s) for reflectivity so I can try it out (or tell me its name in PoE)?  I'll try out that transparency info as well.

 

Edit: I don't know how to apply the info presented in the link.  Where would you add these model properties?

 
type = rigd
trans = 1
addblend = 0
alphablend = 0
 
In a 3D modeling program?  In the toolset?  In the VFX editor?

 

https://dl.dropboxus...flective_vfx.7z

 

The model stuff probably has to be built into the model, modelling is not my thing.



#281
rjshae

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Those are settings in the Texture flags field of the model parts; RIGD (rigid) just means the components that you see in the game. The MDB Format page has "Should not be used, performance or not implemented?", which led me to avoid that setting as a potential performance hog. Perhaps if it is done on a small enough scale though, or with a decent GPU, it might be all right. Could be worth trying...



#282
Tchos

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Bob: I'd like to think that a semi-transparent placeable shouldn't be any more of a resource hog than the semi-transparent creatures that are well-supported in the engine, like going into stealth mode.  But who knows why the notes say not to use it?

 

Kamal: The effect I got from the special effect files for reflection was interesting, but I didn't get reflective results.  It was some kind of refraction, but the effect was that if I stood my character facing the mirror surface, with my back to the camera, I did not see the character's front side in the reflection, but rather a copy of what I was seeing -- the back of the character.  Also, moving the camera in any direction caused an extreme distortion that would distract more than the glare-mirror, I think.  I tried with a few changes to the settings, and different size, which produced different results, such as seeing only a refracted copy of what was behind the mirror instead of what was in front of it.  Possibly there's a true reflection somewhere with different settings.


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#283
IAmDeathComeForThee

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That transparency setting is used all over the place on models in the game. Just look at trees and grass.  It's how you see individual leaves and all those blades of grass spread over large polygons, rather than thousands of individual polygons for each leaf and blade of grass.  It's also used on the moss hanging off the dead tree placeables, like in this shot:  http://img845.images...stofwyrms07.png

 

Anyway, those settings are applied to the model in 3ds Max or Blender.



#284
Tchos

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Those are simple 1-bit alpha channels.  We're talking about 256 levels of transparency through an 8-bit alpha channel, which is what's necessary for something to be semi-transparent.

 

Don't get me wrong -- I tried to use a diffusion pattern in a 1-bit alpha channel to simulate semi-transparency, but the automatic antialiasing of textures ruins the effect, even though it probably would have been poor results anyway.



#285
IAmDeathComeForThee

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Ah gotcha. Dont listen to me then. :P

#286
Dann-J

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Don't get me wrong -- I tried to use a diffusion pattern in a 1-bit alpha channel to simulate semi-transparency, but the automatic antialiasing of textures ruins the effect, even though it probably would have been poor results anyway.

 

I've certainly been there. You can only do so much with 1-bit alpha channels.



#287
rjshae

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Those are simple 1-bit alpha channels.  We're talking about 256 levels of transparency through an 8-bit alpha channel, which is what's necessary for something to be semi-transparent.

 

I'm thinking that still might be okay for use on an OM placeable, where it takes up relatively little screen space. Worth an experiment, anyway.



#288
Tchos

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Yes, I use that kind of transparency all the time.  The last batch of Witcher placeables has several objects that use it (for chains, dirt, and dry grass).  It's fine for things that just need irregular edges.  I'm just finished experimenting with it for partial transparency, when illumination maps and placed FX textures do such a better job, and there's this promising other technique to try.



#289
TheSigh

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How about now? :)



#290
PJ156

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Tchos,

 

If you find yourself with the time to spare :)

 

wishlist2_zpsda114fc7.jpg

 

Thanks in advance, whenever you manage to get to this again.

 

Any corpses would be a boon by the way.

 

PJ



#291
Tchos

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I must say I didn't expect there to be much of a demand for things like tables, cabinets, and the wooden tub, since there are stock placeables for those things, and since I already converted a few cabinets and tables.  But, absent any other specific requests...

 

And if there are any other requests than these, then please remind me, because I must have forgotten.



#292
rjshae

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It's often the stock parts that grow a little tiresome, so more variety can be welcome.


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#293
PJ156

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Tables for estates we have few of, we have only the one wardrobe and It is of limited use when setting a scene.

 

I love the bulls head that's going to be a fountain and the dam is going to be put with the mill wheel in a village setting.

 

The flag is for the council building in Water deep.

 

The furniture is for a witches house as is the corpse. I will always want more furniture as the stock is too middle or high class.

 

The plant and the wine are just nice to have.

 

The pyre I am not sure about. It's nice but its not the way I will likely portray the burning in the scene that includes that.

 

All that aside there are many items I lust after in that set and I hope I can come to you when I have a specific need in mind :)

 

PJ



#294
Tchos

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It's often the stock parts that grow a little tiresome, so more variety can be welcome.

 

Too true.  I wish there were some additions to that wallpaper pattern in the standard interior tileset.  Plain walls are better than seeing that same one in so many houses.

 

PJ, I'm working on the items in the list now.  In this latest set, I'm also applying what was missing in previous conversions.  The Gmax importer loses the model's specular settings on import, so now that I know that, I'm putting them back in.  Not everything will be matte finish anymore.

 

I can imagine that the wooden stake/pyre is useful when you have a dead witch in the story.  If nothing else, it can go alongside other public execution equipment in this game, such as the gallows.



#295
kamal_

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Too true.  I wish there were some additions to that wallpaper pattern in the standard interior tileset.  Plain walls are better than seeing that same one in so many houses.

 

PJ, I'm working on the items in the list now.  In this latest set, I'm also applying what was missing in previous conversions.  The Gmax importer loses the model's specular settings on import, so now that I know that, I'm putting them back in.  Not everything will be matte finish anymore.

 

I can imagine that the wooden stake/pyre is useful when you have a dead witch in the story.  If nothing else, it can go alongside other public execution equipment in this game, such as the gallows.

Adding different wallpaper is easy. You can copy the stock texture, change it to your desires, and add the new texture as an option in tiletexturewall 2da.



#296
Tchos

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Oh, I know it's easy.  I have plenty of wall options at hand for my own work.  It's other people's modules where I keep seeing that wallpaper.



#297
Tchos

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The large torture device was meant to be in a previous release with the other similar pieces, but I apparently forgot to include the textures for it.  There's a human-shaped cage with a body inside, partially submerged into the water.


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#298
PJ156

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Those are great thank you. I see the woman has an arrow in her. I could not see that in the blackness. I can do something with that though from a plot point of view.

 

Thanks again, if you've the heart for it over the weekend/new week I have a few more items that would be very suitable for the setting I want to portray and or generally nice to have.

 

I keep a permanent link to your catalog :D.

 

PJ



#299
Tchos

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There are actually 3 or 4 arrows sticking out of the body.  I can make a version with the arrows removed if it would help.

 

For future requests, it would speed things up if you give me the file name, which should be visible in the catalogue when you click on the pictures.



#300
PJ156

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Arrow less would be perfect but any of the dead female corpses would work if that is quicker, or i could work with that one if you have other ways you want to spend your time.

 

File names will be added.

 

PJ