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Witcher placeable conversion project


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#151
Tchos

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Dann, have you been able to get either a model effect VFX or a billboard effect VFX to apply to a normal placeable at all? I've tried it on both these and on stock placeables in the Appearance (VFX) field, and via script with ApplyEffectToObject, and they're just not showing up. I even tried a normal particle effect on a usable, non-static stock object, and a non-usable, non-static, and on a static. On a creature, or on a placed effect helper, the effects show up fine.

Modifié par Tchos, 24 mai 2013 - 12:39 .


#152
Tchos

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Well, this one took a while.  Given the double-transparency trouble, and my fruitless experiments with applying VFXs on the placeable, I ended up with this as a compromise.  I had to add some things to the textures to make it look acceptable.

I have also made a version without the brain floating in it.

Lab jar 2

#153
Dann-J

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Tchos wrote...

Dann, have you been able to get either a model effect VFX or a billboard effect VFX to apply to a normal placeable at all? I've tried it on both these and on stock placeables in the Appearance (VFX) field, and via script with ApplyEffectToObject, and they're just not showing up. I even tried a normal particle effect on a usable, non-static stock object, and a non-usable, non-static, and on a static. On a creature, or on a placed effect helper, the effects show up fine.


I've applied model effects to placeables without any issues (and they scaled up or down with the placeable nicely), but I'm not sure I've ever tried with a billboard.

Keep in mind that VFX applied to placeables won't show up in the toolset, but they will show up in-game.

Modifié par DannJ, 24 mai 2013 - 02:05 .


#154
Tchos

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If you have the time, can you send me any files where you did it with a model effect? My earlier experiment had included viewing my attempts in the game in addition to the toolset.

#155
Dann-J

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Tchos wrote...

If you have the time, can you send me any files where you did it with a model effect? My earlier experiment had included viewing my attempts in the game in addition to the toolset.


I applied one of my VFX statues to a non-static floor placeable, dropped it -0.1 below flat ground, then scaled it up to create a larger statue.

#156
Tchos

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I'll open that up and take a look, Dann.

In the meantime, something I started, but it's not ready.  The problem is as I expected, that these objects have no single diffuse map, but are made of multiple common architectural maps.  Is it possible for NWN2 to use two or three separate texture files in a single placeable?  What you see here is my first attempt.  Pay attention only to the roof and the front middle section of the house encompassing the door and windows, because the others are not yet handled. 

The problem is that I specified a wall texture for the walls, and a roof texture for the roof, but you see that the roof texture is on both in the toolset, where it's correct in Gmax.  So if a placeable can use multiple textures in a single placeable, I need to know how to set it up to do that.

In Gmax
In toolset

#157
-Semper-

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there has to be a main mesh which is named like the model entry in your placeables.2da, e.g. PLC_CC_WitcherHouse01. in addition to that there can be other meshes within your mdb. just name them with a proper suffix like a single letter, e.g. PLC_CC_WitcherHouse01a - the next one could be PLC_CC_WitcherHouse01b and so on.

the important part is that for every single mesh with a separate texture you have to create a material named exactly like the mesh. there you link the different maps. after exporting your mdb your model should appear with all the meshes "combined".

Modifié par -Semper-, 24 mai 2013 - 08:57 .


#158
Tchos

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Thank you, Semper. Using that method, it's working. That will save some time.

#159
Tchos

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An update on the glass effects: I went through those statue effects to see what you did, Dann.  I placed one down as a placed effect, and also applied the effect to a floor placeable as you suggested, enlarging it to make the effect itself enlarge.  That all worked fine.

The unfortunate thing about the model effects is that the alpha transparency taken from a texture's alpha channel is 1-bit, just like on placeables, which defeats the purpose of using a VFX in the first place.  The only semi-transparent solution that works with the model effect is the change the entire alpha of the thing, which means losing the more organic feel of the transparency that the illumination method allows, where some parts are easier to see through than other parts.  The texture itself compensates a bit for that, though.

There are advantages, however.  You can see placed effects inside and behind the glass made this way.  It also reacts normally to light, instead of being self-illuminated.

I was not, however, successful in making the model effect appear on the placeable itself.  I made a special version of the placeable without glass, and combined it with a placed effect of the model effect containing only glass, which works fine.  When applied to the glass-less model itself, the effect does not appear, whether in the toolset or in-game.

Effect unsuccessfully applied to model on left, model plus placed effect on right.

Modifié par Tchos, 25 mai 2013 - 12:47 .


#160
EvilShade

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I wonder, Tchos. Are there any trees? I know nwn2 has speed trees and all but its quite difficult to create a "witcher" looking forest with them.

#161
Tchos

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There are some trees, yes. I don't know how well they'll translate, since the leaves rely on transparency, and that means jagged edged leaves.

#162
Elijah Storm

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Mokah how did you make that fish tank exactly? I would love to add something like that in the module I've been working on. It looks fantastic.

#163
Tchos

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That's an enlarged and vertically squashed version of one of the lab tanks in this pack, shown in other screenshots.

Modifié par Tchos, 13 juin 2013 - 07:04 .


#164
Tchos

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Okay, back to this. Baldur's Gate's on a lot of people's minds, but I'll see what I can do.

I did more posters.  (There are still two wanted posters to do).

Also some bags (including a nice satchel) and a fancy box.

And then I did a fruit bowl, but the bowl is very unconvincing with its flat texture of grapes and cherries on the bowl interior, so I made an alternate version with a non-fruity interior. Then, because you don't always want a fruit bowl, I made a version without the bowl, and also removed the extremely blocky plum, berries, cherries, and unidentifiable fruit. You can also place them in a different bowl of your choice.

Finally, I also separated out the pear, a peach, and an apple as their own objects so you can mix and match those as you please. The pear doesn't have a bottom, though, so I couldn't turn it sideways. The apple and peach are a bit on the low-rez side as well, but the pear's pretty good.

Fruit bowl and individual fruits.

I also did some more texturing on the country house. This is a really time-intensive thing, the way they're textured. This house uses four separate textures — two wall textures, 1 window texture, and a roof texture — and I have to create the UV maps from scratch. I don't think I'll be doing very many of these.

#165
MokahTGS

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Elijah Storm wrote...

Mokah how did you make that fish tank exactly? I would love to add something like that in the module I've been working on. It looks fantastic.


Yes, as Tchos said the fishtank is a lab tube scaled and placed against a wall, the stone background is an RWS cliff and then just placeables for the "sand" in the bottom with scaled trees and plants.  I also put a walkmesh helper in for the sharks, which are RWS as well.

#166
PJ156

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AS always a Stirling effort Tchos, I just downloaded the latest pack but I will wait to merge it for these latest Gems :)

I am about to build a lot of interiors so these will all be invaluable, especially the windows in the earlier release.

PJ

#167
Dann-J

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Tchos wrote...

And then I did a fruit bowl...


I hope you cleaned the window afterward. Image IPB

#168
Tchos

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I don't think I want to know the alternate meaning of that phrase...  :?

#169
EvilShade

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How many country houses will you make, Tchos? If you make 2-3, I might revamp my entire farmland with the new witcher country houses.

#170
Tchos

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I think there are only 2 or 3 variations of this particular house, with more variety achieved by just putting more than one in the scenes attached to each other, but I was thinking of the houses in general when I said I doubted I'd do very many. But the latest work makes me think that maybe the UVs won't have to be redone from scratch after all. I'll see.

#171
PJ156

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Hello Tchos,

I am building some blueprints and I cannot se the following items in 0.212

handdit_01
amm_01
hanger_01
hard_01
hay_01
Haybed_02/04
hole_13
harn_01
horse_idle
inistone
iguanamag
drink_006

Shout at me if this is a problem at my end. I took at the files you posted in the verion downloads and threw them in a hak and have used your 2da (unchanged for now, I think I have to add Sempers work at some point) Am I missing some dds or utp files?

Anyways, the ones I have done are sweet. I have losts of new rugs and the haybed up against the wall will certainly be used.

I pm'd you about naming converntion and wont proceed till you respond for now as I want these blueprint to be useful to others if possible.

PJ

#172
Tchos

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No, it's not a problem on your end. Those items are listed in the 2da, but I haven't yet done the final conversion on them, so there's currently nothing to display.

Note that for every Witcher item listed in the 2da, each one is a file that I've opened up individually and saved in a format that I can edit in Gmax. The ones I've packaged up in the pre-release pack are the ones that I've done the final conversion on. (Well, "final" as far as the bare minimum for making them work in-game, but they still have no collision meshes or LOD, so I recommend using them as environmental objects where possible at this time.)

#173
PJ156

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Okay, Tchos that's good to know. I can just cut the mesh round them if they don't bake a footprint.

I will blueprint the ones I can :)

PJ

#174
Tchos

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A nice, quick and easy one first -- another nice box which looks suitable for use as a jewelry box. The file names on some of these are a bit unfortunate, since they don't really help identify them. This one is mixed in with a group of potion bottles, and is the only one that's not a bottle. The file name is it_potion_014. Happily, the blueprints that EvilShade has been making have descriptive names, with the file name as the tags and resrefs, so it should be possible to find the placeables you want either with the image index or by searching for a likely name.

Next was a another complicated one. This one is a rustic outdoor shrine of the Eternal Fire, with a table of candles and what are presumably offerings of garlic and herbs. This one used a dedicated UV map for just the table and contents, and plants, then another one for the main shrine with the roof (looks a little like a bird house), and then two separate architectural textures for the fence, and finally one for the rocks. (No bottoms on the rocks -- I checked.)

Overview
Closeup

What I've been doing with the Dropbox index gallery has been to delete thumbnails from it whenever I finish a placeable and post its in-game screenshot. In retrospect, I should have instead been moving them to a separate index gallery of "done" placeables, to better help those who want to see what's currently available and what the file names are.

For my next conversion I did one of PJ's requests -- a "hole" that's made to go in front of one of the cabinets in this pack, with broken wood and debris around it. Could be used as a usable placeable for examining a broken cabinet, or perhaps it's a hidden entrance to somewhere. The notable thing about this one is that it was another of the kind that use multiple common architectural textures instead of a single UV map. Now that I'm getting more comfortable with the materials editor, and better knowing my way around it, it was a relatively smooth task to assign the proper textures to it. The real test will be to see if this also works for the models extracted from the exterior areas. If so, then houses won't be such a chore.

Also in this screenshot is a good-looking leather tool rack of some kind to hang on the wall.  Not sure what the proper name for something like this would be.

Hole and hanging tools
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#175
Tchos

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Some drying racks with herbs and stretched hides.
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