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Witcher placeable conversion project


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#376
Tchos

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Two "mage lockers", or so the file names call them.  All of the "mage" furniture items seem to have a curved design to them which could be used for elven furniture, too, especially if retextured.  These are very small pieces of furniture, as you can see from Shandra standing near them, but they should scale up nicely enough if desired.


  • rjshae aime ceci

#377
Tchos

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Here's a skeleton of a monster, maybe a dragon, hanging from chains.  A bit small if it's a dragon, but too big to fit into that room where I've been putting all the other placeables.  Add a skeleton and some animations, and maybe you've got a dracolich.


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#378
4760

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A bit small if it's a dragon.

Except if you assume it's a young black dragon (black because of the way the horns are set).



#379
kamal_

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Apparently the wing skin fossilized.



#380
Tchos

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Yep.  Amazing how it can do that.



#381
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Maybe a stoneskin spell problem?

 

But the NWN dracolich converted into a placeable would have more decayed wings:

901-2-1433340779.png

 

901-1-1433340780.png


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#382
Tchos

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I took a few days off, but I did 6 placeables in this batch.  5 of them aren't that exciting, and weren't requests (they're just wooden boards), but I wanted them for laying out a walkway on a sloped surface.  There are boards bundled together for that purpose in the stock placeables, but having them all together like that makes them unsuitable for slopes.  These could also be used for loose floorboards on the better-textured wooden floor, such as for a usable object.
 
The sixth is a small shrine of Melitele, the mother goddess.  Considering the relief is actual geometry, I'm surprised they didn't use a higher resolution texture.  It's a bit blurry.  The vessels on the sides look like they're meant for burning something, possibly offerings or incense.


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#383
PJ156

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I really like the shrine. I try to put shrines and other such details into interiors. That with one of the small stools as a kneeler will be nice to have.

 

RJS has some small planks in city set II which are nice. They'll be in cornucopia 6 as well once I finally get to it :)

 

PJ



#384
Tchos

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One thing I forgot to mention about the planks is that most of them are warped and twisted in some way, different from each other in that respect, and not just normal rectangles.


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#385
rjshae

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I was just wondering if you are getting close to posting an update? No hurry if you're not. Thanks.



#386
Tchos

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Looks like I've run out of steam for that run, but it's more than I planned to do originally, anyway, and stretch goals aren't necessarily a good idea.  I'll do one more selection and package them.


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#387
Tchos

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Okay, here's the last of the batch.  First is the now-beveled set of steps, with a C2 box added as was previously suggested for camera purposes.  I haven't tested to see if it helped, but the beveling does seem to be an improvement, though it would be much better if the texture wasn't just a tiled stone picture.  Finally there were two more stumps, and I thought I might as well do those so they'd be together with the rest of the stumps.

 

There are still 8 or 9 requests in the list, but these will go out first, once I separate them from the rest and package them up.  The pack is getting big enough that I'll just put these as an update pack for now instead of as one big download.  But if I need to edit any of the previous material (2DA, textures, or objects) I'll repackage the whole thing.



#388
PJ156

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Thank you Tchos,

 

PJ



#389
Tchos

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Here's the update:
Witcher Placeable Conversion project update v0.431 (36 placeables)
 
Requires previous pack, which you don't need to redownload if you already have it, but linked here again for convenience:

Witcher Placeable Conversion project v0.388.7z (334 placeables)


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#390
PJ156

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43% done, the magic 50 is coming :)

 

PJ



#391
Tchos

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Always good to have milestones.  Of course, a lot of the objects are weapons, which are tricky to deal with as placeables.  The Item Placeables pack handles it by providing multiple copies of each weapon in different orientations, like lying flat on the ground, vertically tilted as if leaning against a wall, straight vertical as if mounted on the wall, etc.  But I didn't reserve enough 2DA lines for all those.  Plus, these can be made as wieldable weapons, which wouldn't need a 2DA line, but I'd still have to reserve a range so they don't conflict with other weapons.



#392
rjshae

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Here's the update:
Witcher Placeable Conversion project update v0.431 (36 placeables)
 
Requires previous pack, which you don't need to redownload if you already have it, but linked here again for convenience:

Witcher Placeable Conversion project v0.388.7z (334 placeables)

 

That's great. Thank you.

 

They should do the job, I think...

 

NWN2_SS_061115_211208_zpsvxgccfte.jpg


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#393
MokahTGS

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Do the steps in the recent update have walkmesh attached to them?



#394
Tchos

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Yes, there's a screenshot showing one of my characters walking on it.



#395
Tchos

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Dann pointed out in another thread that the iguana in a cage looked like it was supposed to have transparency in its frill.  I thought I had fixed that by activating the transparency option in MDB Cloner, but I see now that it still has no transparency.  I checked the texture, and the reason is that there is no transparency in the texture, so apparently someone at CD Projekt RED forgot.  I'm creating a transparency for it that should look suitable, based on photo reference of actual iguanas.

 

Edit: As usual, all subtlety is lost in a 1-bit transparency like this, especially at such a low resolution of texture.  I bumped it up to double to get it to this point.  I suppose it'll do.



#396
TheOneBlackRider

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Pardon me, Tachos. I know, this is your Witcher 1 placeable project, but since it is a "Witcher 1"-theme, I thought, I drop a note about character meshes to download, since it fits here best (IMO...).

I created Gmax scenes and NWN1-mdls with Gerald models. Original textures and TGA are included.

 

ShadowM will go for an NWN1 skinmesh. Maybe somebodey here will try to do a NWN2 version.

 

Here is the link:

https://www.dropbox....1-mdls.zip?dl=0

Please check out the "Info_Witcher_models_Gmax+NWN1.txt" for more details.
 



#397
Tchos

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Personally, I would convert characters other than Geralt as creatures first, since less recognisable characters would have more utility in general.  I've been putting one of the other NPC heads on a stock NWN2 body and it's working fine, but I still have some texturing work to do on the clothing.  But yes, maybe someone will rig Geralt here to a skeleton.  :)


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#398
MokahTGS

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Are there blueprints or a list of the new placeables added somewhere?

 

I just made my own.

 

Also...wasn't there a hanging cage somewhere?



#399
Tchos

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PJ's blueprints cover all of the placeables except for the variants that I made after the initial 2DA.

 

The hanging cage is called ob_iguanamag01, and it was uploaded back in v0.388, not the latest update, but I think I meant to upload it also in the update because I added transparency to the iguana's frill that wasn't in the original file.  The empty cage without an iguana is one of those variants I mentioned, so it doesn't have a blueprint, and it's called ob_iguanamag02.  I'm assuming the empty one is the one you want anyway, and that one didn't need an update.



#400
MokahTGS

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PJ's blueprints cover all of the placeables except for the variants that I made after the initial 2DA.

 

The hanging cage is called ob_iguanamag01, and it was uploaded back in v0.388, not the latest update, but I think I meant to upload it also in the update because I added transparency to the iguana's frill that wasn't in the original file.  The empty cage without an iguana is one of those variants I mentioned, so it doesn't have a blueprint, and it's called ob_iguanamag02.  I'm assuming the empty one is the one you want anyway, and that one didn't need an update.

 

I seem to be missing these...where is this pack hosted?