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Witcher placeable conversion project


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#101
kamal_

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We already have most nwn2 weapons/amor as placeables in multiple orientations, so that should be low priority. My personal preference is floors/floor coverings/things to go on walls.

#102
Tchos

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No argument from me. I'm not particularly interested in the weapons or armour, but I have them there for the sake of completeness. There are some more paintings and wall tapestries in the pool that I can do. I think there are some floor carpets in there somewhere...

#103
MokahTGS

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Tchos wrote...

No argument from me. I'm not particularly interested in the weapons or armour, but I have them there for the sake of completeness. There are some more paintings and wall tapestries in the pool that I can do. I think there are some floor carpets in there somewhere...


One mans junk is another strumpets treasure.  I have particular interests in lots of that stuff...especially the armor and weapons.  The truth is, yes, we might have similar things in the toolset already, but think of it this way:  We've all seen that stuff before...lots of times.  These models are new and new is good.  The skulls for example...seeing them has given me an idea for a nifty new trap...:devil:

#104
casadechrisso

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The waterwheel plzkthx! I always dreamt about having watermills in NWN2, with that wheel that dream might come true! Animated wouldn't be possible, would it..?

#105
Tchos

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Mokah: Are there any in particular that you like?  I'd be most partial to the very unusual looking ones, like the staves.  But I'll definitely get those skulls for you.  A Skull Trap?

Casadechrisso: I should have done that waterwheel earlier.  I've done it now.

As for animation, I still don't know how to export it.  From what I've read, animating NWN2 objects requires Obsidian's Expotron plugin for 3ds Max. 

I found a copy of the plugin.  Also, Obsidian's PDF tutorial for how to use it is still available via the Wayback Machine.  I also found the video tutorials mirrored on the Vault.  And the waterwheel itself already has animation in it, so I just need to watch those videos, read the documentation, and learn how to export it.  Learning to do the animation is on my list of things to do, but it's not priority 1.

I also need to see if the plugin will work in Gmax.

In the meantime, it'll be a static object.  Here's how it looks in-game.  I notice there's either a missing face or a flipped normal on the front of the axle.
Front, back.

Modifié par Tchos, 14 mai 2013 - 06:54 .


#106
PJ156

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That set is amazing, if I were to pick i would like to see the gallows and the two short walls and the rustic bench and the ....

#107
MokahTGS

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Tchos wrote...

Mokah: Are there any in particular that you like?  I'd be most partial to the very unusual looking ones, like the staves.  But I'll definitely get those skulls for you.  A Skull Trap?


Really??  You're asking me to choose?  OK...I choose all of them.  Seriously, the more vareity I have to build with the more I'm inspired to build.

This is what happened when I learned how to use SLS2 and placeables together...it's a skull trap/puzzle for a pirate den.  Match the right colors up or your dead...

Image IPB

#108
Tchos

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Not to choose whether or not to do it, because I'm converting all of them, no matter what. It's just which ones do I do sooner rather than later? And I like that trap. :)

Also, PJ, I'm working on your request as well as the others, but could you give me the filename of the rustic bench you're talking about? If you click on it, it'll show the name in the lower left of the screen.

#109
PJ156

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That's kind of you Tchos and I will look at that in the morning but I will not be building for a week or two while I support my release.

After that I will be in there doing a dock area. I will look again then and pick based on that area requirement.

Keep up the good work Tchos it is, and will be, very much appreciated by the community.

PJ

#110
Tchos

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Okay, here's what else I've finished.  Not as much as I was planning, but it's something.

7 rugs
2 partitions (I think these are what PJ meant by short walls)
2 gallows
A fancy bottle and a drum

#111
Morbane

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MokahTGS wrote...

Tchos wrote...

No argument from me. I'm not particularly interested in the weapons or armour, but I have them there for the sake of completeness. There are some more paintings and wall tapestries in the pool that I can do. I think there are some floor carpets in there somewhere...


One mans junk is another strumpets treasure.  I have particular interests in lots of that stuff...especially the armor and weapons.  The truth is, yes, we might have similar things in the toolset already, but think of it this way:  We've all seen that stuff before...lots of times.  These models are new and new is good.  The skulls for example...seeing them has given me an idea for a nifty new trap...:devil:


I agree - that stuff is TREASURE :wizard:

#112
Tchos

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I'll never get between a strumpet and her treasure!  Image IPB

#113
-Semper-

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Tchos wrote...

I also need to see if the plugin will work in Gmax.


sadly expotron only works with 3dsmax 7 and 8.

#114
Tchos

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That's unfortunate about the plugin, Semper.  I can see why so little has been done with this game in the animation department.  I've long said that if I had the ability I'd like to replace certain default animations in this game, such as the very unnatural idle standing and head dipping.

This batch took longer than normal because I had to hunt for some of the textures.  I found a few textures were outside of the normal directory, and others referred to textures for other objects.  I like reusing textures where possible, but this made it difficult to find, since the names of the textures were not preserved during the conversion process, so I duplicated the reused texture in this case, in the likely event someone wants to use only a few items from this pack, where a separated texture may be confusing.

I picked items from a variety of types rather than going with a theme like I've done in most previous batches.  I removed their thumbnails from the Dropbox gallery as I converted them, so if you find something missing, it's probably because I was working on it.  I also found some more items that I somehow mistakenly moved into my "done" folder, and I don't think they ever showed up in the thumbnail gallery.

Mokah, I've done the skulls for you.  One is lying on its side, and the other is resting on its jaw and the base of its skull, as they were in the original files.  Let me know if you'd like any other orientations for them.

I've also done a bench that might be the one you wanted, PJ.

I think I'm going to try the illumination method of transparency for one of these glass-paneled items, because this one has something inside it.

Maybe one more batch, and I'll put up another link for the work done so far, for everyone to try out, including the blueprints for the first batch that EvilShade put together.

Wow!  The illumination map transparency workaround works really well!  Now I can make some more believeable glass, or at least something for which you can suspend your disbelief!  I'll do that for the hourglass and some other things, too.  Thanks for that tip, Dann.

Modifié par Tchos, 17 mai 2013 - 04:17 .


#115
MokahTGS

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LAB TUBES!!! You can never have too many lab tubes...time to update an area with TUBES...is there an empty one??? Please tell me there's an empty one...big money big money big money no wammies...stop!

Also, any chance I can get the open mouth skull oriented the normal side up. The intent is to embed it into a wall.

Great work as always...I can use all of it.

#116
Tchos

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There is not an empty one at the moment, but I can easily make a copy and remove the object inside. I'll also make a rotated copy of the skull.

Okay, now there's an empty lab tube/jar, and an open-mouthed skull suitable for embedding in a wall.  Pic.

Modifié par Tchos, 17 mai 2013 - 07:08 .


#117
casadechrisso

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I love the harp. And the other things too. What's always useful is construction placeables, like simple wooden wall parts or other rather boring stuff that can be used to construct something bigger.

#118
MokahTGS

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Tchos wrote...

There is not an empty one at the moment, but I can easily make a copy and remove the object inside. I'll also make a rotated copy of the skull.

Okay, now there's an empty lab tube/jar, and an open-mouthed skull suitable for embedding in a wall.  Pic.


Friggin awesome...plus...you are all now doomed.

#119
Tchos

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casadechrisso: I think you'll like what I have in mind after I've converted more of these placeables. There are a lot of wall textures in these assets that aren't used in the placeables, but which I could apply to the wall sections, or new wall placeables, or even make a variation on those BCK walls with these textures for some real flexibility.

Modifié par Tchos, 17 mai 2013 - 08:12 .


#120
PJ156

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Tchos wrote...

casadechrisso: I think you'll like what I have in mind after I've converted more of these placeables. There are a lot of wall textures in these assets that aren't used in the placeables, but which I could apply to the wall sections, or new wall placeables, or even make a variation on those BCK walls with these textures for some real flexibility.


You really are spoiling us :)

#121
Tchos

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One of my hopes is that you and the others here will spoil me by taking these things and making lots of new modules that I can play.  :)

#122
MokahTGS

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I fully intend to kill you with a skull trap. Have a nice day.

#123
Dann-J

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I can already envisage jets of poisonous gas coming out of that screaming skull's mouth. Or perhaps some sort of level-draining sonic-damaging unholy scream.

Or an evil version of this carnival game.

#124
MokahTGS

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DannJ wrote...

I can already envisage jets of poisonous gas coming out of that screaming skull's mouth. Or perhaps some sort of level-draining sonic-damaging unholy scream.

Or an evil version of this carnival game.


That is far more terrifying then anything I can come up with.

#125
Tchos

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Next step -- animating the skull to rotate back and forth, and playing carnival music in the background.