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#301
rjshae

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It would be pretty easy to make a hanging bell placeable from the existing mounted bell model. Just strip out all the extra stuff, move it up a tad, and add the hanging rope.



#302
PJ156

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It would be pretty easy to make a hanging bell placeable from the existing mounted bell model. Just strip out all the extra stuff, move it up a tad, and add the hanging rope.

 

That would be useful to have RJ, perhaps keeping the beam that supports the bell? That would be very flexible for large and small bells.

 

PJ



#303
andysks

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I had at least three situation where I needed a hanging bell and couldn't believe that there's none. I had to place the stock one on pedestal to make a bell before the door and so on. If you get into trouble to make it hanging, I would use it quite a lot :). Unfortunately I can't make it myself. I have no idea how :P.



#304
Dann-J

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There are two quick options to strip out the bell that don't require modelling software:

 

  1. Alter the diffuse texture so that the alpha mask makes the frame invisible. It'll still be there, but you won't see it. You may also have to clone the model if the 'use alpha mask' check box isn't checked.
  2. Place the bell placeable in the toolset, select it, and see if it's made up of multiple model parts (ie. you can see multiple green bounding boxes). If so, then a tool called SnipMDB can separate out the individual models.


#305
Tchos

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How's this?

 

Stripped everything except the one bar holding it up.  Unfortunately, it has nothing on the inside of the bell.



#306
rjshae

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I decided to go ahead and make a modified hanging bell for my project. Please don't worry about duplicate efforts because mine will look a little different. :)

 

 

There are two quick options to strip out the bell that don't require modelling software:

  1. Alter the diffuse texture so that the alpha mask makes the frame invisible. It'll still be there, but you won't see it. You may also have to clone the model if the 'use alpha mask' check box isn't checked.
  2. Place the bell placeable in the toolset, select it, and see if it's made up of multiple model parts (ie. you can see multiple green bounding boxes). If so, then a tool called SnipMDB can separate out the individual models.

 

Unfortunately, it's only a single model part. You should be able to mask the wood and rope parts as you describe, which will just leave the bell shape.

 

How's this?

 

Stripped everything except the one bar holding it up.  Unfortunately, it has nothing on the inside of the bell.

 

What I did was made a copy of the outer bell mesh, shrank it down slightly and placed it inside, reversed the normals on the interior mesh, joined it with the bell mesh, then added a mesh surface to cover the gap. That makes the surface visible from all directions. I then remapped the interior so it didn't have the pattern at the bottom of the outer bell. I'm also adding a hanging striker to the interior and reworking the rope connections.



#307
andysks

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Hi Tchos. How do I use this to see it? Do I need an entry on my 2da or something? Thanks so much for doing it by the way. Haven't seen it yet but I'm sure it's awesome.



#308
rjshae

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Here you go: one hanging bell.

I wasn't sure about the rope lengths. They fit the ceiling height but perhaps they need to be longer?

 

hanging_bell_zps95e7401a.png

 

In the real world the design might be a little unstable because it forms a double pendulum. Maybe I should include vertical wooden supports as well?



#309
Tchos

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Yes, you would need to add an entry in the placeables.2da, but I think you'd be better off with Bob's version, since it includes an underside.

 

I also realised a little too late that the Witcher placeables also includes a bell, and I think it has an interior as well.


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#310
rjshae

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Yes, you would need to add an entry in the placeables.2da, but I think you'd be better off with Bob's version, since it includes an underside.

 

I also realised a little too late that the Witcher placeables also includes a bell, and I think it has an interior as well.

 

That would be a nice addition.



#311
kamal_

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Longer rope would be nice for areas with higher ceilings. Maybe add a second version with the longer rope length



#312
rjshae

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The design was bothering me a little, so I made a more physically stable version:

 

PLC_CS_BELL2.zip

 

NWN2_SS_032914_120307_zps81425b20.jpg?t=

 

Edit: Oops, I guess the two models have the same part numbers so you won't be able to use them at the same time. I can fix that if you want.

 

Longer rope would be nice for areas with higher ceilings. Maybe add a second version with the longer rope length

 

True. I guess I'll see how this works out first. It might be that andysks will want to elevate it and attach a rope to the handle. :)



#313
PJ156

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Downloading now, I bet it goes like the clappers :)

PJ

#314
PJ156

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I also realised a little too late that the Witcher placeables also includes a bell, and I think it has an interior as well.


Does that mean you are going back in, if so would you complain about a short to do lost :)

PJ

#315
Tchos

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I wouldn't complain.  Just post your wish list in the other thread.  :)



#316
andysks

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Journal Update

 

Long time since the last update. At least for my standards :). I have been quite busy lately in RL, but I think I have been measuring it quite well with my time on the project. Since I had so much to do, I decided to take some time and fix some bugs, test some new content and fill some small things here and there.

I have to say that it went better than expected. Every fix seemed to work really well on the first attempt and testing went almost bug free. After the testing I added some cinematic sequences early in the story, because it came out on the talks I had with PJ that something like that was missing. Not anymore.

 

One of the things I fixed was the bell tower from a previous post. I don't think I had the chance to thank Tchos and rjshae for it so I'll do it now.

 

  • Moving forward or take some more time on the existing content...

The fact is, that the main plot is finished up until the end of Chapter 1. This is tested and re-tested and fixed and tested again. I still need some side quests which I'm working on at the moment, and I don't think they'll take too much. Once they are done, I can move to Chapter 2. But there is something that has been bothering me on my big city, and I never fix it because I'm bored... to be honest.

 

The module containing it is 300mb in size. This alone is no problem. Modules can work fine in these numbers. However with 3 areas using city hak and 2 of them being quite big and heavy, the loading time is insane sometimes, especially if there are other programs running. So I though of dividing it to city and docks. The docks alone have 5 areas, and I think this will reduce the size, plus give me space to add content in the docks for later. But as I said... I want to move forward not stay still and fix this. Something that needs to be done, and is time wasting. Just a decision...

 

  • Second Map and cool long side quests.

I had already created one side quest that won't complete until later in the game. What I mean is that one NPC can say "go kill these orcs". I do it in the next area, go back take my reward or have some turn and do it another way, but still... that's that.

I have plenty of these, so now I do the other style: NPC can say: "find me these gems", but my party won't be able to find them until really later on their travels. I like such quests because they bring the feeling to me a player: "Oh, oh... that guy wanted these... like two chapters ago!!! Let's take it back and see."

 

In this style, I made the new map. Somehow, somewhere, the PC learns of a construct that can only be destroyed somehow. In order to find the way to destroy it he needs to search in a plane much like the ethereal, co-existing with the prime, which plane contains forgotten knowledge etc etc. I made a map, and went on a limb to try something that I was quite skeptical as to if it will work. Apparently it did. Using the rod, which has a variable much like the world map transition trigger, and with the single line on the tag base script of the item to show the world map sMap the map came on. I somehow didn't expect it so it made me happy :).

 

  • Holiday and thinking of the toolset.

Not entirely, but a little bit yes. I was on some trips over the last week, to some medieval monasteries and castles, and while I was looking at the architecture I thought that nothing is a better inspiration for area design but the actual existing places themselves. So I took plenty of photos which I hope will help me create some nice and functional castles/monasteries and communities. If people are like me and want such pictures I will gladly post them here :).

 

  • Bringing back the voice acting.

I thought of this again, and I realized I have to at least try more. Eguintir explained to me how he made it work on the Islander through the voice acting forums, and some I can try and do myself with my friends. It's one of the things I see missing from my project and I want to at least try my best to implement it before saying no. But for this there is time still. First finishing the side quests, dividing the big module and heading to Chapter 2.


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#317
rjshae

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  • Holiday and thinking of the toolset.

Not entirely, but a little bit yes. I was on some trips over the last week, to some medieval monasteries and castles, and while I was looking at the architecture I thought that nothing is a better inspiration for area design but the actual existing places themselves. So I took plenty of photos which I hope will help me create some nice and functional castles/monasteries and communities. If people are like me and want such pictures I will gladly post them here :).

 

I'd enjoy that. But you might consider just creating an album on Flickr.



#318
Tchos

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Yes, I'd like to see the pictures, too, and I think the Flickr album (or other online albums) would be a good option for it.



#319
Eguintir Eligard

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I strongly advise against doing your own voice acting. Every single mod I've heard do it sounds obtusely amateur and completely ruins the entire experience of the campaign. The voice actors I told you about, some are better than others, but they all have much better equipment and most are, as they say, voice actors.

Just because you and I can speak doesn't make us voice actors. You will gain a huge appreciation for their talents if you get a hold of any of the better ones.

 

Also, you will drum up a lot more interested voicers if the work is short/limited like mine. I only used them in probably... 10 major cut scenes, and used nwn1 style windows as much as possible. That way you can have them voice only the first and major lines of a conversation if it is long. If you use cut scene and the lip flappers that actually synch to whats being said ( as you should), the scenes had best be short. If they are talking and then suddenly go silent its jarring. But nwn1 style windows you can do that perfectly.

 

Good luck!



#320
andysks

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It's true. When we first tried with my friend, we ended up looking each other in confusion because it didn't sound as expected. But I was thinking another try is fine... for the fun of it :). After that you got me a bit confused. Why should it stop? Cannot I tell the actors to speak the whole cutscene? And will the interested voicers not be interested in speaking a whole scene?

And something last. The flappers... are the lip animations linked to the voice, or co-exist in the voice file somehow? I have used the rogue dao lip flapers in the past, and they come as a silent voice file. But if I actually have a voice file, that means I cannot use them. This got me now...



#321
Eguintir Eligard

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The cut scenes don't work with a combo of voice and silence, it's awful. So you'd be asking more work out of actors to fully voice.

As for the lip flippers.... To this day I can't believe how many people are amazed that my cut scenes are properly Synchronized and that the dao solution is all anyone knows of. There's been a utility to create real lip movements exactly and its been around for years. Wish I could remember who but it's easy to find. Maybe search fxe generator..

The dao oNE is fully obsolete

#322
andysks

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O think it's a sticky thread. And this blends with the voice you say. It's not a silent voice file like the dao?

#323
andysks

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I think I get it. It creates the flap and merges it with the voice into one voice file... has to be like that :). Thanks a lot for pointing me there. I saw this tool a while ago but forgotten all about it...

#324
Eguintir Eligard

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No it doesn't merge that's impossible. You simple pair the fxe with the wav as files, but otherwise yes it is a real generator

#325
Eguintir Eligard

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Seperate files ^