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Witcher placeable conversion project


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#301
Tchos

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Well, I first tried to remove the arrows, but it turns out it'll be a little more time consuming than I expected, because the arrows didn't select very cleanly.  And there are actually no fewer than 5 arrows in this unarmoured woman!  What sadists!

 

I'll convert one of the other ones.  No preference between body02, 08, or 13?



#302
PJ156

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08 please. I cannot see 02 on the gallery but 08 is much better than 13 in my opinion.

 

Thanks for the help Tchos it is much appreciated.

 

PJ



#303
Tchos

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02 is pretty stiff...  Er, let me rephrase that.  Not very lifelike?  Hm, it's not a very good pose.  How about that?

 

However, now that I can see 08 in detail, I'm not sure you'll want to use it.

 

This shows 02 and 08 together.



#304
PJ156

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Not used to comparing corpses at 07:30 in the morning :)

 

Still 08 for me, in fact if anything it's better for the detailing on it.

 

PJ



#305
Tchos

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Inspired by a recent reminder in another thread of the inexplicable persistence* of the falsehood that Gmax can't be used to make custom content for NWN2, I've converted some more placeables, using Gmax as usual.  It also occurs to me that I've been holding on to the newest batch too long, which I was doing in order to bulk up the release's content some more.

 

Latest additions:

  • Two wall hangings.  Different style than ones I've seen before.  Many different images could be put on these, but these are the only two that are included.
  • Two coffins.  One open, one closed.  Different wood styles.  Lids have a note nailed on them.
  • Six new chairs in different styles.  I took the time to create custom tint maps for the ones that weren't all wooden.  Here's an example of tints you could use.

This release also includes the objects shown in the past few posts.  Somewhere around 30 new items.  Total of 311, making this Version 0.362.

 

Witcher Placeable Conversion project v0.362.7z (311 placeables)
2014-10-05

 

Open the folder as a module in directory mode to see the new placeables in Interior 4.   Do not include the areas or other module-generated files in a hak if you use these objects -- include only the objects themselves, their textures, any needed VFX files, and the readme file.

 

_______

 

* Well, it's not really inexplicable.  Many have spoken variations of the adage that "a lie will fly around the whole world while the truth is getting its boots on."


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#306
PJ156

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Thank you Tchos,

 

This is much appreciated.

 

PJ



#307
PJ156

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The tint maps on some of these items are very good Tchos, Thank you again.

 

PJ



#308
Tchos

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Some more random junk.  I chose these not due to any demand or request, but more because of their alphabetically high placement.  So, we've got three cauldrons (2 with soup), a cauldron stand for hanging a pot over a fire, a broom, a bench, and a wooden basin.  Apologies for the wall behind the stand making it hard to pick out the details of that one.

 

Edit: More junk no one asked for:  A couple of new anvils and two armour displays, and the Axiistone, which is pretty specific to the Witcher, but could be used generically if you face it the other direction.

 

Incidentally, this completes the objects beginning with the letter A.


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#309
4760

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The feet of the armours are much whiter than the other parts: tinting issue, or light placement?



#310
Tchos

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I missed that observation.  Thank you for pointing it out.  It's probably not the lighting, because it's the same if I move it up, down, or around the lights (though I didn't check the sky light).  It's also not the tinting, because the tint map is a single solid colour.  The texture itself may be slightly lighter on the feet than the legs (they're supposed to be separate armour pieces anyway, I think), but the difference isn't nearly that strong.  I'll see if welding the points at the ankles fixes it.  Unfortunately, when I import it, the process will unweld many other points that I welded in the first place, and I'll have to weld them again.  But I'll test to see if this is effective by just welding the ankles and ignoring the rest, before I spend the time on the rest if it succeeds.



#311
Tchos

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I'm glad I didn't spend the time welding everything.  The effect remains even if the ankles are welded and the whole calf and foot is in the same smoothing group.  Note that it doesn't seem as pronounced in the Gmax window, though it's still clearly a separate part of the texture.  I don't see what's causing this.  Would you or anyone else care to take a look at it?



#312
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Sure, I'll gladly have a look.

#313
Tchos

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Here it is.



#314
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I'm not sure what caused this either. Could it be that the foot is horizontal while the leg is vertical, thus making a normal map oriented at 90° for the foot?

The fact that there are few faces also has an effect, so I changed the orientation of a few of them. Finally, I modified the normal map for the feet.

 

Here's the result:

901-1-1420628295.png

 

The modified files are available here.


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#315
Tchos

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That's a good question, about the orientation of the normal map.  I can try another quick experiment on it, changing the texture map and the UVs to approximately match, and see what happens.

 

Thank you also for the edit.  I'll include both versions in the release if this experiment doesn't solve anything.



#316
Tchos

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Regarding the armour: The texture map and normal map area of the leg is not 90° rotated from the foot, and there's no significant difference in the base elevation between them, so it wouldn't matter that they're rotated in the 3D object.  Unfortunately I conclude that it's a dead end, and I'm out of ideas on that one.

 

But I have more stuff on the way.


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#317
MokahTGS

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I am replaying the Witcher ATM and noticed a small bookstand or lectern that can be seen in Caer Moren several times.  Is that already in the pack?  If not...could it be?



#318
Tchos

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There are a few bookstands that I converted already, but there are some more that I haven't yet.  Could you see if you can find it in this thumbnail gallery?  These are the ones that have not been converted yet.  If you find one and click on it, it should tell you the name of the object.  If you tell me the name of the object (or any others that you want), I'll convert it before doing others.



#319
MokahTGS

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ob_deskmag01f



#320
Tchos

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Okay, it'll be in the next release.



#321
MokahTGS

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Tchos,  I noticed that there are several of the same models that might be different variations.  Also, is the large dragon skeleton already in there?



#322
Tchos

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Some of them that seem to be the same model (having the same thumbnail) are actually faulty thumbnails and the model is something completely different.  Others (like the cabbage) are extremely minor variations.

 

I haven't converted a large dragon skeleton, but there's a stuffed demon-bat-like thing hanging on wires with outstretched wings in the released set.



#323
Tchos

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Some new items: First is a hanging "goat skin" (the name of the file), which I thought at first was a lamp, but may be a vessel of some kind.  It's pretty large.

 

Next are a couple of dwarven lamps, and the mage's lectern with a book on it and two candles (flames optional).  I like the natural wooden frame.  The lamps took a while because they needed illumination maps made in NWN2 format.  I may need to add variations for the unlit appearance.


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#324
PJ156

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Nice work, thank you Tchos. The book and lectern are nice details.

 

PJ



#325
kamal_

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Since it looks like it has a candle at the top, my guess is "hanging goat skin" is an oil lamp, with the goat skin as a container for the oil.