Modifié par Tchos, 24 mai 2013 - 12:39 .
Witcher placeable conversion project
#151
Posté 24 mai 2013 - 12:38
#152
Posté 24 mai 2013 - 01:57
I have also made a version without the brain floating in it.
Lab jar 2
#153
Posté 24 mai 2013 - 02:03
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
Posté 24 mai 2013 - 02:08
#155
Posté 24 mai 2013 - 03:51
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
Posté 24 mai 2013 - 07:25
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
Posté 24 mai 2013 - 08:56
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
Posté 24 mai 2013 - 10:28
#159
Posté 25 mai 2013 - 12:46
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
Posté 25 mai 2013 - 03:40
#161
Posté 25 mai 2013 - 04:06
#162
Posté 13 juin 2013 - 06:55
#163
Posté 13 juin 2013 - 07:03
Modifié par Tchos, 13 juin 2013 - 07:04 .
#164
Posté 13 juin 2013 - 08:10
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
Posté 13 juin 2013 - 07:25
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
Posté 13 juin 2013 - 09:11
I am about to build a lot of interiors so these will all be invaluable, especially the windows in the earlier release.
PJ
#167
Posté 14 juin 2013 - 12:04
Tchos wrote...
And then I did a fruit bowl...
I hope you cleaned the window afterward.
#168
Posté 14 juin 2013 - 02:31
#169
Posté 15 juin 2013 - 07:44
#170
Posté 15 juin 2013 - 07:58
#171
Posté 15 juin 2013 - 03:31
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
Posté 15 juin 2013 - 04:54
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
Posté 15 juin 2013 - 04:58
I will blueprint the ones I can
PJ
#174
Posté 16 juin 2013 - 03:09
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
- rjshae aime ceci
#175
Posté 26 juin 2013 - 11:57





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