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Witcher placeable conversion project


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#51
PJ156

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Tchos wrote...

The offset would be the hard part, I think.  Trial and error for me.

PJ156 wrote...
I just wish there was a sheep model :)


Did I hear somebody say "wish"?  ;)


Gosh, it's agood job I'm not Welsh.

PJ

#52
Tchos

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:?

#53
EvilShade

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A friend just linked me this post, this is just incredible. I'm running a more medieval style PW and the witcher was a strong inspiration from the start. With those placeables we could take another step away from the normal NWN2 look and one closer to a more dark and griddy atmosphere. Any news when things would be ready for us impatient modders? ;)

#54
Tchos

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Impatient modders can have whatever I've shown so far just by asking me to zip up my latest testing module directory and put it up on Dropbox. That contains everything you need to use the currently finished placeables.

There are a few things it won't have until a formal release. There's no documentation beyond this thread itself, no blueprints (everything is a placed instance in the module areas), and the placeables all have a single generic placeholder name. You could do me a favour and create blueprints for these placed instances that I can package into this, if you're up for it. If you have the Usability Tools installed (which I think is what adds this function), you can just right click on a placed instance and choose "make blueprint", then give it a proper name, and make the tags, resrefs, and template match the placeable's file name.

#55
EvilShade

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I can do that. Making blueprints would be the least I can do to support your generous contribution to the nwn2 community. I would not want to cause an inconvienence for you, however, so if it would take time away to pack stuff up and put it on dropbox then I just wait until the 30 days are done.

#56
MokahTGS

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Tchos, I'd love a look at the walls and windows and the eggs, so yes I'd love to look at anything you have so far.

#57
Tchos

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I'm preparing the test module for upload.  I just wanted to get one additional set of items ready for it.  It's a bookshelf, but the clever thing about it is that it consists of an empty frame and 6 individual shelves.  4 of the shelves contain different arrangements of books, and the other two are a crisscrossing framework holding different arrangements of scrolls. 

Additionally, the scrolls can be rotated 180 degrees, to create 2 additional arrangements (the books can't be done that way, because some of them are leaning against the wall).  So you can make a lot of different combinations of filled bookshelves with this set, to prevent an obvious repetition in your decorations.  And it all uses a single texture, as well!  Very economical and flexible.

Bookshelves

#58
Tchos

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Okay, here's what's ready to go so far.  I'm calling this pre-release version 0.101, because it contains 91 of approximately 900 objects that are in the pipeline.

If you look through the 2da, you can see the filenames of items yet to be fully converted, though all of them are converted to .3ds format so that I won't need the full 3ds Max to complete them.  If any of those sound particularly interesting, let me know, and I'll put more priority on those.

Witcher Placeable Conversion project v0.101.7z

Unzip this as a module folder in your module directory.  Be sure you open it with a fresh load of the toolset if you've previously been working with any modules with custom placeables.2da files, because those seem to stay in memory if you do.  A fresh load loads the 2da straight from the module folder in my tests.

Modifié par Tchos, 05 mai 2013 - 07:20 .


#59
EvilShade

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Checking out those placeables. Magnificent. All of a sudden I have the urge to redesign every area. About the blueprints, should I make some right now and send back to you or should I wait for a larger batch? like half or until completion?

#60
Tchos

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Just send back whatever you make, in as large or small batches as you like. You can just do whichever ones you plan to personally use; no obligation to do them all. You can email them to me or give a link here. On Gmail, I'm "tchosy".

#61
kamal_

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Tchos wrote...
approximately 900 objects that are in the pipeline.

Insane! In a good way.

#62
MokahTGS

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 Just to go on official record as saying


OOOOOOOOOMMMMMMMGGGGGGGGGG!!!!!  MORE MORE DO MORE!!  MORE!!

Also, quick question:  How long before we have all 900 placeables?  :D

Also, also:  Where did you get the placeable.2DA you are using?

Modifié par MokahTGS, 05 mai 2013 - 10:21 .


#63
Dann-J

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Tchos wrote...

The offset would be the hard part, I think.  Trial and error for me.


What I would do is:

- Place the unscaled cabinet in the toolset
- Place an effect point in the toolset using the glass FX
- Move the effect point about until it's exactly where you want it
- Compare the origin of the cabinet placeable to the origin of the effect point
- Work out the X, Y and Z offsets from the differences of the two origins
- Modify the glass FX in the Effects Editor using your calculated offsets

Then you could apply the glass FX to a non-static cabinet, safe in the knowledge that it will scale and rotate to match the placeable.

#64
Tchos

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Mokah:
Now that is the kind of reaction that motivates a person.  :)

The placeables.2da file is the current version of the Master Placeables 2DA by Kanbyen, with my insertions beginning at the 15000 mark, selected based on the free spots available on the Reserved Ranges list.  (I know you're aware of it yourself, but I include the link for others.)

All 900?  I'm not sure, but there are currently 771 ready for final processing and importation.  When I get into a routine, they go pretty quickly, but every so often I hit one that needs special attention (texture work, tinting, too many separate parts, special material property needs, etc.), and that brings things to a halt for a while.

The rest are area files and creature files, and converting those is really hard to predict.  I can continue releasing incremental versions, though, which might be best.

Dann:
I'll keep this post as reference for trying that out later.  Probably the most important thing to remember will be that it has to be non-static.

Modifié par Tchos, 05 mai 2013 - 10:47 .


#65
Tchos

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Oh, another thing to mention is that I converted all of the white space in the Master Placeables 2DA into tabs, which significantly reduces the file size. ~10MB => ~3MB.

I've put a link to the original Master Placeables 2DA in the credits.

#66
MokahTGS

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Don't feel I'm asking about timeline to rush you in anyway. I was just curious if you had some schedule in mind and if I have to take a couple weeks off from work to redesign all of my areas... :D  Also, looking through the placeable.2da I can see about a hundred more models that I would like to mess with.

Modifié par MokahTGS, 06 mai 2013 - 12:24 .


#67
Tchos

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Believe me, the only thing that's rushing me is the 3ds Max trial limit. ;)

Right now I'm just doing the last of the conversions into .3ds format (those being the creatures and characters), just so that I can be done with 3ds Max. The trial version crashes extremely often, and I look forward to being rid of it. I don't know if I really want to do all of the creatures and characters, though, since there are 381 of them, and I don't even know how to rig things for animation. It's a lot of work for "just in case", but I'd hate to be kicking myself later after the trial's over.

Also, the numbers estimated above don't include the doors. The door textures can be applied to standard NWN2 doors, though, so it shouldn't be a concern.

Any models you can list off, offhand?

Modifié par Tchos, 06 mai 2013 - 12:31 .


#68
MokahTGS

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Um...all of them?

Truthfully, any model that is not really found in NWN2 is what I'd love to see. The lab equipment is great and I'm already importing the tavern walls.

#69
rjshae

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Any of the furnishings and nick-knacks would be great. Stuff that can decorate an interior area, whether a cave or a building.

#70
Tchos

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Okay, then I know what to work on next. Also, I think I can do more with the walls. But first I need to finish the creatures and characters.

I converted 94 of the characters and creatures yesterday, and found about half of the creature MDBs were actually duplicates, so there are only 90 left.

#71
Vekin101

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Just wanted to say, this project looks great and I am looking forward to seeing the finished items.

I have looked at the sample module and I am blown away by the work, I honestly think this is one of the best ideas/projects I have seen for NWN2. thank you for taking the time to do this work!

#72
PJ156

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Those placeables look great Tchos, thank you for your effort. The fish laden market stall and the carpet one are very good and may well find themselves into my new area this evening.

Keep up to good work, I think you are making one of the biggest steps forward this game has seen for quite a while and it is much appreciated.

Off to merge a 2da :)

PJ

#73
Tchos

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I definitely appreciate the encouraging words on all sides!

That fish table has already found a home on my docks, as well.  :)

An aside...look at this creature I found.  I haven't seen this little man in the game, and I can't find any info on him in the bestiary, either.  The file name calls him a "faerie".  He's fully animated with a swaggering walk and some whimsical idle animations.
https://www.dropbox....g16q/faerie.JPG

#74
PJ156

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That's a leprechaun don't you know.

To be sure the little fella needs some colour in his cheeks though :D

PJ

#75
Tchos

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It's true, leprechauns are indeed creatures that exist in the Witcher universe, but so do gnomes, spriggans, dryads, kelpies, and all sorts of other well-known woodsie creatures, so I didn't want to jump to conclusions. :) His texture seems to support the idea of him being a leprechaun, too.