Aller au contenu

Photo

Witcher placeable conversion project


  • Veuillez vous connecter pour répondre
401 réponses à ce sujet

#126
Dann-J

Dann-J
  • Members
  • 3 161 messages

MokahTGS wrote...

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


Indeed. Encouraging young children to put balls in the mouths of dismembered clowns is wrong on *so* many levels. Image IPB

#127
Tchos

Tchos
  • Members
  • 5 054 messages

Tchos wrote...

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


I was only kidding.  :?
www.youtube.com/watch

(Couldn't get the animation to slow down for some reason.)

#128
MokahTGS

MokahTGS
  • Members
  • 946 messages
The clowns are more terrifying...but I'll still gleefully use the skulls to kill everyone in creative ways...all in love of course.

#129
Tchos

Tchos
  • Members
  • 5 054 messages
Just some cave stuff today.  Needed these for my module.  4 variations, though two are extremely similar.

These aren't actually the meshes from the Witcher.  For some reason, they didn't import.  All that imported were the extremely low resolution "shadowbones".  I pushed and pulled points around to try to make them less boxy, then smoothed the meshes, then optimised them to bring the polygon counts back down, and finally textured them.  I would like to have had the originals, but these will do.

Stalactite columns

#130
MokahTGS

MokahTGS
  • Members
  • 946 messages
Yup, I could also use those. I have a large cavern called the cave of swords. Keep up the good work!

#131
Tchos

Tchos
  • Members
  • 5 054 messages
The theme for this batch is candles.  I think this is all of the candles.  I wanted to get the lamps done today, too, but I didn't have time today.  I'm putting the latest batch up for download anyway.

The candles come out pretty well, except that the wicks are made with a single flat plane in the original version.  When I bring them into the toolset, only one side is visible, and none from the sides.  I replaced the wick plane with a thin 3-sided cone.  Some of the candles had no wicks at all.  I left those unwicked.  In some cases, I think having no wick might actually be the better idea, considering how hard it is to get the candle flames to exactly match up to the position of the wick.

I also extracted something from one of the exterior areas and saved it as a placeable: some kind of fence or railing made of upright logs.  I searched through the textures to find something appropriate, and found one with the bark and the cut tops in it, but it was not arranged in a way that would let me take advantage of the tiling method Semper described in my non-Witcher placeables thread, so I rearranged the texture and built new UVs for it.  Came out nicely.

Candles overview
Small candles closeup
Log fence

Witcher Placeable Conversion project v0.212 (182 placeables)

Modifié par Tchos, 23 mai 2013 - 05:36 .


#132
MokahTGS

MokahTGS
  • Members
  • 946 messages
So looking at the large cave columns, I'm wondering how hard it would be to add tops to the other three just like the one has. No rush, and if not, it's totally fine, just thinking through possible ways to use these.

digging digging.....

#133
Tchos

Tchos
  • Members
  • 5 054 messages
Those items are intended not to have tops for their normal usage, so that they don't block the camera when a player is navigating in an overhead view (and this reminds me that I also need to set them to fade for the next release). If you tell me what sort of thing you want to do, I can see about making something that would accomplish it.

#134
rjshae

rjshae
  • Members
  • 4 491 messages
Nice stuff.

I was wondering, did they also release any sound files as well?

#135
MokahTGS

MokahTGS
  • Members
  • 946 messages
I'm trying to make a viable sea cave where you can see the sky and ocean beyond the mouth of the cave, and then see within the cave from the outside.

Also, has there been any changes to the placeable.2da with the new version?

#136
Tchos

Tchos
  • Members
  • 5 054 messages
Bob: Well, sound files do fall under the category of game assets. They weren't specific about whether their allowing us to use "the assets" is limited to the graphical assets, but as far as I've seen those are the only ones anyone has chosen to export. So I couldn't say for sure, but I'm guessing the answer would be yes.

Mokah: Yes, I have made changes to the 2da, to include the additional placeable variations and new objects extracted from the exterior areas. There will be similar changes made with each pre-release version, I expect.

For the sea cave you propose, I think it would be better served with some large rocks that could be arranged to cover the tops of the stalactites, mainly for believability reasons, considering the way stalactites form naturally. I'll have numerous large rocks for you to choose from in my original placeables pack, and I can make one or some to match the size and texture of these columns, too.

#137
MokahTGS

MokahTGS
  • Members
  • 946 messages
Just screwing around...

Image IPB

Modifié par MokahTGS, 23 mai 2013 - 08:52 .


#138
EvilShade

EvilShade
  • Members
  • 23 messages
Awesome. Did you made those 3d objects, mokah? Since I cant recall a tank like that.

#139
MokahTGS

MokahTGS
  • Members
  • 946 messages
That is the empty version of the tube that Tchos converted/made.

I couldn't 3d model myself out of a box.

#140
MokahTGS

MokahTGS
  • Members
  • 946 messages
This is how they are actually going to be used...

Image IPB

#141
Tchos

Tchos
  • Members
  • 5 054 messages
Good stuff! I love seeing screenshots. Everyone, please post screenshots like these so I can see how you're using these things. Seeing those last two makes me want to create a liquid volume to go inside it, which could be combined with the RWS underwater bubbles special effects to create an effect of a liquid-filled tank.

The placeable she's using in those screenshots is called "witcher_jarmed03" in the Appearance list, with the filename being "ob_jarmed03". I believe the "med" stands for "medical", as it's used in a line of lab equipment placeables.

P.S.: Another lab tank on its way.  Should have done this one earlier.

Modifié par Tchos, 23 mai 2013 - 10:17 .


#142
MokahTGS

MokahTGS
  • Members
  • 946 messages
Just so you know, VFXs do not show through the "glass" of these tubes.

#143
Tchos

Tchos
  • Members
  • 5 054 messages
Yes, I observed that myself. That happens with any two such effects.

#144
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<honestly trying to...>

There is a similar problem with NwN1 VFX & alpha textures.
Do you have something like the txi command "blending punchthrough"? or perhaps the "alphamean" command?

<...see>

#145
Tchos

Tchos
  • Members
  • 5 054 messages
If that's a file type, as far as I know, there is no TXI file in NWN2.  It's not listed in http://nwn2.wikia.co...ki/File_formats, and I've never seen one included in a pack.

#146
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<still...>

I was afraid of that, but perhaps the commands were folded into either the toolset texture functions or the VFX editor. One of the things I've been meaning to investigate before I got... Distracted :-P

<...hoping>

#147
Tchos

Tchos
  • Members
  • 5 054 messages
Okay, here's an observation: Although VFXs cannot be seen behind the glass of these objects (its glass being an illumination map effect) and two of these objects intersecting will show only one copy of the glass (the front one), the glass can be seen behind the pane of VFX glass that I created for the cabinet from before. So there is a way for me to layer two transparent glass-like effects on top of each other, with the outer one being a transparent billboard effect and the inner one being an illumination map.

Second observation: I can also layer multiple copies of the same billboard VFX glass, and they all are visible.  Must be a setting in the VFX.

Modifié par Tchos, 23 mai 2013 - 10:56 .


#148
MokahTGS

MokahTGS
  • Members
  • 946 messages
Will the VFX still scale with the placeable?

#149
Tchos

Tchos
  • Members
  • 5 054 messages
What I'll need to try to do is see if I can apply the effect as a model skin, directly onto the placeable that will be acting as the glass, and see if it still works that way. In that case, it will scale, though I think you'll have to scale two separate objects for it. I'll let you know.

#150
Dann-J

Dann-J
  • Members
  • 3 161 messages
The VFX will only scale automatically with the placeable if the placeable isn't environmental or static. It either has to to be usable, or both non-usable and non-static, so you can assign the SEF to it via the placeable's properties tab.

That also means it won't show up on the minimap - unless you have a second flattened environmental version underneath.