Those are looking really good. I suspect those fur rugs will have a lot of uses: hunter's lodge, tribal tent, wealthy smoking rooms, trading pelts, &c.
Witcher placeable conversion project
#351
Posté 30 mai 2015 - 12:31
#352
Posté 30 mai 2015 - 04:14
I was surprised how well the fur rugs worked, considering all of them except the tigerskin one are simply flat planes with transparency. The appearance of volume (and it really does have some) is due to skillful use of normal mapping.
I found the bloody stump texture after I mentioned not being able to find it last time. It was called ob_snag02, not grouped with the stumps or the obstacles. So now there's another stump.
Also, 3 fabric rolls. I should be able to apply the different textures to the different models to create several variations of the standing and resting rolls, but I need to see if I have some spots free in the 2DA range for them. These could also benefit from their own tint maps instead of the all-over tint map I apply to all of these models by default since they don't have any to begin with.
I've actually gone past 20 placeables already, but there are still 17 more on my request list. Should I go ahead and release these now, or keep converting?
- rjshae aime ceci
#353
Posté 30 mai 2015 - 06:47
For me, keep converting
the fabric rolls were at the top of my wish list as they will suit my new town area very nicely. I think there is another as well? It might just be my interpretation of the image though.
I too thought the rugs had volume, The tiger head does surely?
PJ
#354
Posté 30 mai 2015 - 07:34
I'll look and see if I can find another fabric roll. Do you happen to know the name?
Yes, the tiger skin rug is the only one that has actual volume.
#355
Posté 30 mai 2015 - 11:30
I cannot find it now. Are you taking items out of the gallery as you do them? If so that suggests it is one of those you have done?
I don't remember seeing the other two bolts in the gallery previously so perhaps it just my eyes ...
If you are continuing, I have a ruin to do soon. The bolts were serendipity as they were top of my new wish list. Now I have them (or very nearly anyway) any of the ruins placeables would be great to have to augment the current set. The outside circular steps (I08_anim3a) in particular. those items were going to be on my new list. If you cannot do more right now I am grateful for the bolts anyway
PJ
#356
Posté 30 mai 2015 - 11:50
Yes, I've been removing thumbnails from the thumbnail gallery as they're completed, so that people can more easily see what's left to be done, to more easily make requests. What I've been meaning to do is to provide the "completed" thumbnail gallery as a download alongside the pack so that people can see what's been done as well.
My current plan is to continue for a little bit longer, or until someone says they want it now!
The circular steps you mention should be no problem to add. Those have been nearly done for a long time, and have a working walkmesh added by Bob.
- PJ156 aime ceci
#357
Posté 30 mai 2015 - 12:01
That's good news, thanks Tchos. I guess the bale is done then.
At least I'm not going mad.
Do I have you right in that you will be converting by request once this batch is done rather than just converting everything or is that not what you meant?
PJ
#358
Posté 30 mai 2015 - 12:14
It's just the same as before -- I'm converting everything, but since it's a big task I put priority on the ones people ask for, and/or whatever I happen to need, or want to see, or find particularly easy to do.
#359
Posté 30 mai 2015 - 03:45
Possibly those fabric rolls will also be useful for retexturing. For example JaneB has some medieval fabric textures on ShareCG that might work, among others.
#360
Posté 30 mai 2015 - 04:23
The UVs seem nicely laid out, so it should be easy enough to retexture them, as long as you have a decent command of image editors.
#361
Posté 30 mai 2015 - 05:20
Possibly those fabric rolls will also be useful for retexturing. For example JaneB has some medieval fabric textures on ShareCG that might work, among others.
That was pretty much my plan ![]()
PJ
#362
Posté 31 mai 2015 - 05:43
This one took much longer than the others, so only one today. This is one of those objects that was associated with environmental textures instead of having one especially made for it, so I had to find a texture to remap it to, and each step was a separate object that needed to be smoothed properly and merged into a whole. And then finally, I added the walkmesh that Bob made for it.
Here's the image in the toolset, and here it is showing the walkmesh in action. It does have that camera problem where when you angle it in a certain way it reverses the camera direction and puts you staring at a closeup of the character's feet or something until you move off of the thing. How was that fixed, again?
Somehow, it doesn't look as good as it did in the thumbnail.
#363
Posté 31 mai 2015 - 06:01
I don't know if that'll work, but each time I had this issue, it was because the C2 collision box was missing/not fitting. If you have one already, maybe try to make it bigger so everything else is within (including the walkmesh).It does have that camera problem where when you angle it in a certain way it reverses the camera direction and puts you staring at a closeup of the character's feet or something until you move off of the thing. How was that fixed, again?
If you resize it, don't forget to reset its zoom factor to 100%, and align the pivot point to the world axis (not sure how it's called in Blender): I also noticed that even if it looked good in 3ds max, it was not always kept as it appeared after the export to mdb because of scaling or orientation issues.
#364
Posté 31 mai 2015 - 06:16
I think the main reason it doesn't look very good is that it doesn't have a dedicated texture made specifically with the steps in mind, but only uses a seamless stone texture, so I can't use texture detailing or normal mapping to give it more realistic edges. As a less-effective alternative, I may try beveling the edges.
I think by "world axis" you're referring to coordinates (0, 0), which is called the "origin" where I come from. I don't know what it's called in these programs, but I'm using Gmax, not Blender. I have the pivot point set to the inner corner of the bottom stair.
This model doesn't have a C2 box, as you mention, so I'll see if adding that helps.
#365
Posté 31 mai 2015 - 06:48
so I can't use texture detailing or normal mapping to give it more realistic edges.
I would really like to learn some of the skills to allow me to do this sort of texture manipulation, particularly with respect to the normal map creation. Is this something you have learnt yourself or picked up from a course. If the former did you see any good tutorials?
I have a good one on U tube but it does not cover normal maps.
PJ
#366
Posté 31 mai 2015 - 07:01
I picked it up mainly from seeing good-looking objects and opening up the meshes and textures to see how they were made. It's the same sort of process by which I learnt scripting. This Witcher project in particular has advanced my knowledge of the subject considerably.
#367
Posté 31 mai 2015 - 08:55
I have not opened any of the witcher resources except to re-tint the laundry basket so I will take a look. The OC normal meshes are not too useful as they have a high opacity which is correct for the in game texture but crap for seeing is they did anything tricky with it ![]()
PJ
#368
Posté 31 mai 2015 - 11:04
From the first time I played NWN2, I found its normal mapping to be clumsy, inelegant, and often inappropriate. The visible seams on some of the tilesets and on the BCK placeables are due to using certain texturing techniques without regard to how it interacts with normal mapping, where they would have been seamless in games prior to the use of normal mapping. But to be fair, it was done at a time when it was the new big thing.
#369
Posté 01 juin 2015 - 08:10
#370
Posté 01 juin 2015 - 10:42
They look more like wood cutting trestles than barriers.
#371
Posté 02 juin 2015 - 01:00
They look more like wood cutting trestles than barriers.
I just need them for makeshift barriers; otherwise I'd be using a cheval de frisse. Besides, they can be used for other situations.
#372
Posté 02 juin 2015 - 05:26
They look more like wood cutting trestles than barriers.
I agree, and a large saw to go with them would be excellent i think.
PJ
#373
Posté 02 juin 2015 - 05:27
Well, they may be wood cutting trestles as you say, but the file names of some of them suggest that they were intended to be used as barriers, since they contain the string "obsta", which I take to mean "obstacle". Though the last one is actually called "woodpile".
#374
Posté 02 juin 2015 - 05:58
I agree, and a large saw to go with them would be excellent i think.
PJ
There's a large double-handled saw model in the game (see the Hidden Content thread) called plc_mr_saw01.mdb, but it lacks a texture, and seems to have some additional polygons attached to it. It's very much unfinished by the looks of it.
#375
Posté 02 juin 2015 - 06:19
There's a large double-handled saw model in the game (see the Hidden Content thread) called plc_mr_saw01.mdb, but it lacks a texture
Well, since you say Mr Saw doesn't have a texture, how about this one, yet to be converted in the Witcher placeables?





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