Working on those blueprints right now. I wonder, Tchos, are you going to add opening animations to those lovely chests?
Witcher placeable conversion project
Débuté par
Tchos
, avril 27 2013 04:36
#76
Posté 06 mai 2013 - 07:42
#77
Posté 06 mai 2013 - 07:55
Regarding animation: I'd like to, and it's a possibility in the future, but I don't know how to do it at this time. For now, my priority is to get everything usable as non-moving items.
Also, there are a few more chests on the way.
Also, there are a few more chests on the way.
#78
Posté 06 mai 2013 - 09:37
I've finished all of the creature and character work, so thus endeth my time with 3ds Max. I don't think there's anything left that needs it. Now I can focus entirely on importing things into the NWN2 toolset.
Here's some of the new stuff:
Here's some of the new stuff:
- Large alembic. More interesting lab equipment will be on its way.
- 3 more beds. And another view of the beds.
- Some fireplaces and stoves/ovens.
- More fireplaces and stoves.
- A wizard's fireplace.
- Cauldron, chest, chair, basket, poster, and crate of wool.
- Zwerkules et rjshae aiment ceci
#79
Posté 06 mai 2013 - 10:00
And there I thought it could not get more awesome.
#80
Posté 06 mai 2013 - 10:16
Very nice additions, I like the fireplaces especially.
I have spent some of this evening making a hak out of the ones you gave us earlier and have done a few blueprints. I can export them if that would be of use.
I did the sheep first
PJ
I have spent some of this evening making a hak out of the ones you gave us earlier and have done a few blueprints. I can export them if that would be of use.
I did the sheep first
PJ
#81
Posté 06 mai 2013 - 10:20
Sheep and Stone. Now with Sheep!PJ156 wrote...
Very nice additions, I like the fireplaces especially.
I have spent some of this evening making a hak out of the ones you gave us earlier and have done a few blueprints. I can export them if that would be of use.
I did the sheep first
PJ
#82
Posté 06 mai 2013 - 10:31
No need for a hak just yet. I'll take care of the hak when I have a substantial release. There's a lot more to come, and I had to fix something on the tint map for the fish stall (the ropes were getting tinted wrongly). Do send along those blueprints, though.
#83
Posté 06 mai 2013 - 11:51
I took a look at the download you linked to. There's some impressive stuff there already.
More food placeables were sorely needed in the game. I was getting sick of every kitchen having the same fruit bowl, basket of bread, and slab of meat. Those Witcher onion strings can double as garlic as well.
One thing I did was change the models to use "red" as their tint map, which is a texture already in the game (red.dds). That means one less new texture is required.
More food placeables were sorely needed in the game. I was getting sick of every kitchen having the same fruit bowl, basket of bread, and slab of meat. Those Witcher onion strings can double as garlic as well.
One thing I did was change the models to use "red" as their tint map, which is a texture already in the game (red.dds). That means one less new texture is required.
#84
Posté 07 mai 2013 - 12:03
Ah, good, then I'll switch to using red.dds going forward. Did you change all of them? A scant few of these have custom tint maps.
Is there a similar existing blank normal map for the models that don't have normal maps?
For some of these models, I've been generating normal maps where none existed previously. The fireplaces and stoves were like that, and on reviewing them, I found that I did some of them poorly. I've remade several of them, as shown by a couple here.
Better normals
Previous version
Is there a similar existing blank normal map for the models that don't have normal maps?
For some of these models, I've been generating normal maps where none existed previously. The fireplaces and stoves were like that, and on reviewing them, I found that I did some of them poorly. I've remade several of them, as shown by a couple here.
Better normals
Previous version
#85
Posté 07 mai 2013 - 01:59
So far I've mostly been interested in the food placeables, so those are the only ones I've changed.
There are lots of blank normal map textures in the game. I can't think of any specific file names though. I think eyeballs all use the same blank normal map (although it might be extra-shiny - I've never looked at the alpha channel).
There are lots of blank normal map textures in the game. I can't think of any specific file names though. I think eyeballs all use the same blank normal map (although it might be extra-shiny - I've never looked at the alpha channel).
#86
Posté 07 mai 2013 - 02:02
Since you mention it, I'm converting some more food items now. Meats, fish, and vegetables.
#87
Posté 07 mai 2013 - 03:19
I like the fact that actual photos were used as the basis of many of the textures. I saw the separate fish placeable available in the 7-zip file, although it seems to have been designed to sit on one of the angled merchant stall surfaces. They could just as easily be sitting on a gently sloping bank besides a stream or lake though (next to one of the fishing tackle placeables perhaps).
#88
Posté 07 mai 2013 - 02:47
It is sloped as if it should go on one of the tables, but I noticed that it doesn't quite fit any of the tables that I've found as yet. The angles don't quite match. Putting it on a stream bank would be a good use for it, but perhaps I should also rotate it a little so that it does fit.
In the meantime:
Food. And three new tables to support the food.
In the meantime:
Food. And three new tables to support the food.
#89
Posté 07 mai 2013 - 08:21
Now they are very nice indeed.
That and the city hak stuff gives us plenty to play with.
No more bowls of fruit ...
PJ
That and the city hak stuff gives us plenty to play with.
No more bowls of fruit ...
PJ
#90
Posté 07 mai 2013 - 10:45
Let the feast commence!
As for a default normal map; there is one called 'ts_n' that might do the trick.
As for a default normal map; there is one called 'ts_n' that might do the trick.
#91
Posté 09 mai 2013 - 12:12
There is actually a bowl of fruit amongst these placeables, but I put low priority on it since we've already got one.
I opened ts_n.dds in Photoshop, and it will definitely work as a default blank normal map. There will be times when I'll want an alpha channel in the normal map, such as a noisy one for times that I want to break up the specularity, or a full-bright one when I want to make an object shiny, but I'll probably have to make my own for those. The normal_map_blank.dds that I included with these models has a noisy alpha channel in it.
So here's the latest batch.
I opened ts_n.dds in Photoshop, and it will definitely work as a default blank normal map. There will be times when I'll want an alpha channel in the normal map, such as a noisy one for times that I want to break up the specularity, or a full-bright one when I want to make an object shiny, but I'll probably have to make my own for those. The normal_map_blank.dds that I included with these models has a noisy alpha channel in it.
So here's the latest batch.
- Some lab-type equipment. A telescope and two elaborate steampunk-looking lamps.
- Some bloody horrific surgical equipment. Wouldn't look out of place in MotB.
- This is called a "kneeler" in the file name. Some kind of elaborately carved wooden booth.
- An elegantly carved marble bathtub with a swan motif.
- rjshae aime ceci
#92
Posté 09 mai 2013 - 01:44
I decided to try extracting an item out of one of the areas. As I expected, this is going to be difficult, since it doesn't seem to know what textures should be on the items. I tried a couple of the textures available in the pool before settling on this one. It also didn't seem to have any actual UV coordinates, so I had to apply something.
Gnarled tree
Gnarled tree
#93
Posté 09 mai 2013 - 02:54
These are really good Tchos. Do you think the detailed textures on that outside tree will make it look odd in amongst the stock items?
I don't think its the case for the interior ones though they do look markedly better in all cases ...
The kneeler is a prayer booth or perhaps, with a few extra walls, a confessional. Whatever you call it, it is an amazingly good item to have for temple areas.
PJ
I don't think its the case for the interior ones though they do look markedly better in all cases ...
The kneeler is a prayer booth or perhaps, with a few extra walls, a confessional. Whatever you call it, it is an amazingly good item to have for temple areas.
PJ
Modifié par PJ156, 09 mai 2013 - 02:56 .
#94
Posté 09 mai 2013 - 03:19
I don't know that it's necessarily more detailed than the stock items. You mean the stock trees? I think they're pretty flexible, and it depends on how you design the area, too, and the lighting.
I'd be wary of using the booth as a confessional in just any temple. I'd go out on a limb and say that most of the Forgotten Realms gods don't actually have a confession of sins as part of their dogma. Just keep your Faiths and Pantheons book on hand to guide your temple design!
I'd be wary of using the booth as a confessional in just any temple. I'd go out on a limb and say that most of the Forgotten Realms gods don't actually have a confession of sins as part of their dogma. Just keep your Faiths and Pantheons book on hand to guide your temple design!
#95
Posté 09 mai 2013 - 03:09
Fantastic work Tchos!
Actually I am trying to create some stuff too, using Witcher 2.
I have managed to import the Witcher 2 models into belnder and export them to mdb. Sadly I havent got any experience in using 3d programs, so I dont know how to export a new .dds file... and so on.
http://www.rivin.de/witcher2-house.jpg
Luckily you dont have to cut the buildings from the map, because they are seperate models. You have to combine the different levels though, because they are stored seperated
Actually I am trying to create some stuff too, using Witcher 2.
I have managed to import the Witcher 2 models into belnder and export them to mdb. Sadly I havent got any experience in using 3d programs, so I dont know how to export a new .dds file... and so on.
http://www.rivin.de/witcher2-house.jpg
Luckily you dont have to cut the buildings from the map, because they are seperate models. You have to combine the different levels though, because they are stored seperated
#96
Posté 09 mai 2013 - 09:24
Short update:
When simply exporting the models and copying the textures from the assets into my override this is the result http://rivin.de/witcher2-house2.jpg
I am still having issues with texturing though and I have no idea which export options I should use
When simply exporting the models and copying the textures from the assets into my override this is the result http://rivin.de/witcher2-house2.jpg
I am still having issues with texturing though and I have no idea which export options I should use
#97
Posté 09 mai 2013 - 09:34
Well, perhaps this means I don't need to bother with extracting the buildings from the Witcher areas, if the Witcher 2 has easily extractable buildings.
#98
Posté 09 mai 2013 - 09:46
I am not sure if they work that well with nwn and since I am having no experience converting models. It could be possible that i am simply doing nonesense (not having a look on polycount, texture issues etc.).
It would be very nice to have some more buildings! If you still have time left, please extract the witcher 1 buildings too
Maybe I could send you the .blend files for the witcher2 buildings afterwards, so you can have a look at them?
It would be very nice to have some more buildings! If you still have time left, please extract the witcher 1 buildings too
#99
Posté 09 mai 2013 - 10:05
Hmm, it's true that the Witcher 2 was designed for higher-powered computers, so indeed the houses might be higher-poly than would be ideal, though I think they could be reduced if necessary. But you're right, I should probably try to extract the ones from the Witcher 1 anyway.
I'm not very familiar with Blender, but I can look at them and I might be able to see if you're headed in the right direction with them.
I'm not very familiar with Blender, but I can look at them and I might be able to see if you're headed in the right direction with them.
#100
Posté 14 mai 2013 - 01:45
I probably shouldn't have used Dropbox for these pictures. It's a great service for what it's usually used for, but its image sharing functionality is limited and awkward. Nevertheless, this is an index of thumbnails showing the objects yet to be converted, for anyone here to point out for me to convert next. I couldn't find a way to simply display them in alphabetical order, so they're pretty much scattered randomly. You can get the filename by clicking on the thumbnail.
Gallery
Also, there are some duplicates there, and objects not displaying textures. I cleared out most of the duplicates, but not all of them. I'll only be converting one of the copies.
I have a few more converted, but I'll have to show them later. I'm also working on other stuff.
Gallery
Also, there are some duplicates there, and objects not displaying textures. I cleared out most of the duplicates, but not all of them. I'll only be converting one of the copies.
I have a few more converted, but I'll have to show them later. I'm also working on other stuff.





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