Witcher placeable conversion project
#26
Posté 29 avril 2013 - 11:23
#27
Posté 01 mai 2013 - 06:10
Interestingly, there are a couple of transportation-related items that are prefixed with the word "cut". There's a horse with attached cart and a boat. Possibly they were originally planning to allow the player to buy things to help get around faster, like in Daggerfall, where you could buy a horse with cart and a ship, both of which provided faster transportation and a place to store/carry your gear and loot.
Well, I finished the last of the items, so now it's on to the area conversions. This isn't going as smoothly, because of their size. The import/export plugins seem to have certain limitations. First, it can't seem to export a file with a file size of somewhere around 15 Mb, or it crashes. I'm managing to export them anyway by deleting any parts that aren't needed for the conversion process, like lights, walkmeshes, and terrain geometry. Since it's all untextured, though, I'm not entirely sure what's what. I'm only going by the object names.
Second, it gives errors when trying to import very large exteriors, like the swamps. It complains about vertices out of bounds. It doesn't crash, though, and what I got from the swamps looks like it might have all the important parts (huts, houses, tower, camp area, etc.) We'll see. It might just be failing to import the low-rez backdrop objects that you see off in the distance beyond the playable area.
Unfortunately, one of the largest areas, the Vizima Outskirts (gl09), loads only a wall and a walkmesh, and none of the country houses that you wanted, Casadecrisso. The plugin seems to just give up once it finds a vertex out of its bounds, even if there's more geometry not yet imported that's within bounds. This does not seem to be a matter of the file size or number of polygons, but strictly a matter of the physical dimensions of the area, because some much larger and more complex files opened, but their physical area was smaller.
Ah, but fear not! Area gl24 is another country area, and it contains the same assets, and this one loaded without trouble! Some time soon I'll see what I can do about separating and texturing individual parts of the areas as placeables. Is there a straightforward way of doing that in 3ds Max? There's no cut and paste option here like I'm used to seeing, and "clone" seems to clone the entire object, even if I have individual pieces selected.
Also, as requested, I've brought more of the window objects into the game, and a wall object. One of the windows is just a brick variation on the plaster one I showed before. The unwindowed wall looks like it's covered with a cloth along the top part of it, though, which looks strange. Keep in mind that the house interiors themselves in the Witcher are all single area-wide models like the exteriors, and these windows and walls are made to go over parts of them. As the screenshots show, these pieces are made for much higher ceilings than the standard interior tilesets in NWN2, which may make them awkward to use. The first windows I showed are only slightly taller, though, and can be resized to fit the standard tilesets.
The fourth of the window objects was missing its texture. Possibly they didn't use it in-game due to it having an actual barred window that you can see through in it. I applied the UV texture from one of the other walls, though, and it seemed to mostly match up. There are still 4 upper class windows that I haven't brought in yet, and 7 "partition" objects, a couple of which could be used as walls.
Illumination maps are handled differently in The Witcher, so I generated new ones. I think I may have toned down the later ones a little too much, though. They're possibly a bit too dim, though I could make a set for night lighting.
Windows and wall
For use with tall ceilings
Night lighting
- Zwerkules aime ceci
#28
Posté 01 mai 2013 - 09:31
Tchos wrote...
Some time soon I'll see what I can do about separating and texturing individual parts of the areas as placeables. Is there a straightforward way of doing that in 3ds Max? There's no cut and paste option here like I'm used to seeing, and "clone" seems to clone the entire object, even if I have individual pieces selected.
select the polys or whole elements (all connected polys with welded vertices), press "W" to go into move mode, hold shift and move the parts you want to clone. another dialogue pops up asking you if you want to place the copied polys/elements within the same mesh as a different element or as a new object. select object and give it a name.
uv coords are copied too so you don't have to unwrap it again.
#29
Posté 01 mai 2013 - 01:39
#30
Posté 01 mai 2013 - 01:56
You may also, at the point where Semper said to move the element, look to the rollout for "detach" which will give you the option to name a new object or clone as a separate element on the same object. This method doesn't require moving the mesh out of position.
<...on a treadmill>
#31
Posté 01 mai 2013 - 02:20
#32
Posté 01 mai 2013 - 06:01
Rolo Kipp wrote...
the rollout for "detach" which will give you the option to name a new object or clone as a separate element on the same object.
better click the detach as clone, else you're "destroying" the original mesh which could be troublesome if you're accidently saving your scene afterwards. because you have to move your object anyway it ain't that bad to do it straight away. it's also easier to check if you've got all the needed polys.
Tchos wrote...
And after the parts I want are separate
objects, then I would guess the best way to go from there would be to
"export selected", eh?
nope. it would be best to save selected first as a new scene and clean up your mesh. exported objects should be at the world's center flat on the ground, else the origin of the mesh is off and placing/rotating your object within the toolset sucks hard
#33
Posté 01 mai 2013 - 06:13
#34
Posté 01 mai 2013 - 06:32
#35
Posté 02 mai 2013 - 01:22
#36
Posté 02 mai 2013 - 01:33
- Zwerkules aime ceci
#37
Posté 02 mai 2013 - 03:57
Only a few placeable imports today -- part of a series on Aldie's World of Furniture. These are three cabinets suitable for a wizard, cartographer, or perhaps a clerk.
Cabinets
My recent activity has inspired Dropbox to point out their album functionality for image uploads. I'll try that next time there's more than one image to show, though it's still not the thumbnail functionality that I'd prefer.
- Zwerkules et rjshae aiment ceci
#38
Posté 02 mai 2013 - 07:53
#39
Posté 02 mai 2013 - 11:06
Today mostly I just brought the models into the toolset. No area conversions today.
I did a little experiment on one of the conversions. Some of the items in this collection have semi-transparent glass, and as we know, NWN2 does not support semi-transparency in placeables. It's either fully opaque or fully transparent.
I first tried using a diffusion pattern that I hoped would simulate transparency at a distance, but it doesn't look good at the resolutions of these textures, and I don't think scaling them up would be a good solution. Lack of antialiasing in cases like this requires a higher resolution to compensate.
While placeables can't have proper transparency, special effects can. For at least one of these placeables, the glass is a flat plane, so I made a billboard special effect that can be rotated as a placed effect, and grouped it with the cabinet so that they can be moved and rotated together. It works this way. One limitation is that special effects can't be scaled in the toolset, so that means you can't scale the cabinet if you want to use the glass with it. Another thing is that the glass is very subtle -- almost so unnoticeable that it's not worth the effort.
Before
After
Here's one of the things I really wanted to include from the Witcher assets -- a bulletin board of a sort that can be used for quest hooks; pointing the player to a particular NPC, for instance. In The Witcher, it was used as a container, from which you would take readable papers that would begin quests, which is another way of doing it aside from the usual conversation with a placeable.
Also in the screenshot are a couple of wall-mounted signboards for official proclamations. With decorative (?) burnt edges.
Bulletin board and signs
Here are the rest of the wall sections with windows, plus a couple without windows. Again, very tall. Sinking them into the floor and only using the top parts is a possible option, if you want to use them with the lower ceilings.
Walls and windows 1
Walls and windows 2
- rjshae aime ceci
#40
Posté 02 mai 2013 - 11:20
#41
Posté 03 mai 2013 - 02:10
It might also be possible to attach the FX to a collision box/ball. If it's non-usable then it should be both invisible and non-interactable. That's something I've never tried though.
Another way to fake glass is to clip that section of the texture out using the alpha channel, and adding a darkly coloured glow map to the same area (just like the lower legs of the drowned dead model). I used that technique to make a shadow dragon with transparent wings. The glass will tend to glow a bit in the dark though - although that makes it perfect for a lit lantern.
Modifié par DannJ, 03 mai 2013 - 02:17 .
#42
Posté 03 mai 2013 - 03:03
Dann: I attached an effect to a blueprint based on the collision ball (which I had set to usable, without dynamic collision) for the bit in my module where I made the X appear on the overland map so that you could click on the X directly, but it was not visible when I did so. I had to spawn the effect separately from the collision ball. So I don't think that approach will work here.
The other idea sounds good. I didn't know that effects scaled with placeables if they're attached to them. In that case, shouldn't I try to attach the effect to the cabinet itself, instead of a separate object?
The glowing of a transparent area sounds like a good approach, too.
#43
Posté 03 mai 2013 - 05:41
I don't like the thought of players seeing my collision objects. It's a "pay no attention to that man behind the curtain" moment.
#44
Posté 03 mai 2013 - 05:44
Tchos wrote...
The other idea sounds good. I didn't know that effects scaled with placeables if they're attached to them. In that case, shouldn't I try to attach the effect to the cabinet itself, instead of a separate object?
Provided the effect is offset so that its origin matches the origin of the cabinet, that would be the perfect solution. And one that didn't even occur to me.
#46
Posté 04 mai 2013 - 09:11
Glare mirror
Also, no fantasy world should be without some good old-fashioned pub entertainment.
Game table
And I'm not sure if these are the kind of eggs Mokah had in mind for her module, but I put priority on their importation just in case. They're an aquatic monster kind of eggs that stick to a surface with some kind of disgusting substance. I'm using them for my kuo-toa and sahuagin areas (tinted to differentiate them).
Eggs
- Zwerkules aime ceci
#47
Posté 04 mai 2013 - 09:41
I love how one side is monsters of some sort.Tchos wrote...
Also, no fantasy world should be without some good old-fashioned pub entertainment.
Game table
#48
Posté 04 mai 2013 - 09:58
#49
Posté 05 mai 2013 - 01:49
as far as eggs, I did these a while ago for Jabberwocky:
https://dl.dropboxus...snatch_egg1.jpg
https://dl.dropboxus...snatch_egg2.jpg
Those are the container fillers with a fun texture and tinting...the slime under the egg is also a container filler...scaled and different texture.
Modifié par MokahTGS, 05 mai 2013 - 01:50 .
#50
Posté 05 mai 2013 - 02:03
It looks like you have the eggs taken care of.





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