Witcher placeable conversion project
#101
Posté 14 mai 2013 - 01:55
#102
Posté 14 mai 2013 - 02:04
#103
Posté 14 mai 2013 - 05:35
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...
#104
Posté 14 mai 2013 - 10:17
#105
Posté 14 mai 2013 - 06:11
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
Posté 14 mai 2013 - 06:15
#107
Posté 14 mai 2013 - 09:27
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...
#108
Posté 14 mai 2013 - 10:12
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
Posté 14 mai 2013 - 10:18
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
Posté 15 mai 2013 - 06:16
7 rugs
2 partitions (I think these are what PJ meant by short walls)
2 gallows
A fancy bottle and a drum
#111
Posté 15 mai 2013 - 07:41
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...
I agree - that stuff is TREASURE
#112
Posté 15 mai 2013 - 07:59
#113
Posté 15 mai 2013 - 02:48
Tchos wrote...
I also need to see if the plugin will work in Gmax.
sadly expotron only works with 3dsmax 7 and 8.
#114
Posté 17 mai 2013 - 04:13
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.
- Homunculi jars? This is the one with the glass effect. One with a light inside.
- A commode, two skulls, a barbed club, and a ceramic covered pot. Rather low resolution normal map on the commode.
- Full-sized harp, a tambourine, some kind of stringed instrument, and a small wooden cage.
- A kitchen countertop with cabinets, some ham, and some kind of cooked bird leg. Looks better-cooked than the ones on the plates in the SoZ assets.
- A trapdoor, a dirty mattress folded up a bit, and a bench. The texture quality of the bench is pretty low. I might want to replace that and the other one.
- A big bat-thing on a string. (Edit: I just realised looking at it now that I should have enabled transparency on this one for its wings.)
Modifié par Tchos, 17 mai 2013 - 04:17 .
#115
Posté 17 mai 2013 - 05:35
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
Posté 17 mai 2013 - 06:03
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
Posté 17 mai 2013 - 01:04
#118
Posté 17 mai 2013 - 07:08
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
Posté 17 mai 2013 - 08:12
Modifié par Tchos, 17 mai 2013 - 08:12 .
#120
Posté 17 mai 2013 - 08:38
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
Posté 17 mai 2013 - 11:50
#122
Posté 18 mai 2013 - 02:41
#123
Posté 19 mai 2013 - 10:54
Or an evil version of this carnival game.
#124
Posté 19 mai 2013 - 11:05
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
Posté 19 mai 2013 - 11:16





Retour en haut




