Calister placeables
#51
Posté 17 septembre 2013 - 11:19
Make part of the image completely red, another part completely green, and another part completely blue (assuming there are 3 areas on the model that should be different colours.
Adding a shiny effect depends on the material, but is also controlled by the alpha channel of the normal map. White = 100% shiny.
#52
Posté 17 septembre 2013 - 11:54
Tchos wrote...
Make part of the image completely red, another part completely green, and another part completely blue (assuming there are 3 areas on the model that should be different colours.
You can also blend the tint map colours together to make smoother colour transitions - yellow between the red and green, cyan between the green and blue, magenta between the red and blue. Although in this case, you'll probably want to stick with a simple two-colour tint map (candle and skull) with no blending.
#53
Posté 18 septembre 2013 - 07:46
@Mokah : mmmh... I'm not sure a pink candle on a skull is suitable for an evil wizard lair:lol:
@Tchos : I use Photoshop, and that's what I've done. The problem is the desaturation washes out the color details, and if I apply a red color to my candle in the toolset, the result will not be as good as my "original" red candle. Something I don't understand is that I've already seen some tintable placeables with very good colors details (when you set the color of the tintable area to white in the toolset) and a nice tint "strength". There are some good exemples in the Witcher candles (the yellow one on a high wooden candleholder, for example)...
I just wonder... does it have something to do with the tint map alpha channel ?
Modifié par Calister68, 18 septembre 2013 - 08:19 .
#54
Posté 18 septembre 2013 - 12:20
#55
Posté 18 septembre 2013 - 04:40
It's supposed to wash out the colour, and not the details. If you mean that it appears to wash out details when you tint it in the toolset, and that the details are still there on the map itself, then it may simply be a case of using too strong a colour in the toolset.Calister68 wrote...
@Tchos : I use Photoshop, and that's what I've done. The problem is the desaturation washes out the color details, and if I apply a red color to my candle in the toolset, the result will not be as good as my "original" red candle. Something I don't understand is that I've already seen some tintable placeables with very good colors details (when you set the color of the tintable area to white in the toolset) and a nice tint "strength". There are some good exemples in the Witcher candles (the yellow one on a high wooden candleholder, for example)...
I just wonder... does it have something to do with the tint map alpha channel ?
The tint map alpha channel controls how much you're allowing the user to tint that area in the toolset. The only good use of that, in my opinion, is when you have two areas on the model that should be the same colour, but one should be lighter than the other. In any other case, I prefer to be given full control over the colour intensity, and it's up to me to exercise restraint and not use 100% saturated colours in the tint unless I'm going for a particular effect (and that latter case is why I want the ability to be there). If you send me one of the candles, I can demonstrate and send back the tint map.
#56
Posté 18 septembre 2013 - 05:02
Calister68 wrote...
@Mokah : mmmh... I'm not sure a pink candle on a skull is suitable for an evil wizard lair:lol:
Pffft...shows what you know...if I walked into a ruined tower with a circle of hot pink candles on skulls it would seem much more evil...an evil wizard with the standard black or red candles is something any adventurer can handle...standard stuff...an evil wizard with style? All bets are off and my money is on the wizard.
#61
Posté 22 septembre 2013 - 06:28
Some questions if I may,
1. I see the 2da has the lights at the end 19523 to 19556, are these lines reserved, guess I will find that out in a minute
2. Just a thought, it might be better to take the 2da out of the hak. I am going to merge the mdb into another hak anyway so I am pulling it apart. I think that other cc users are unlikely to just use this pack, awesome as it is. Finding embedded 2da files can be problematic and at the very least stressful when all your incumbent cc disappears - I know this, it has happened many time. to me.
Thanks for your time and effort, its great to have new cc to play with and very much appreciated.
Kind regards,
PJ
#62
Posté 22 septembre 2013 - 06:52
Concerning the 2da in the hak file, I procedeed the same way with my two other packs, and it didn't seem to pose a problem. But you're right, it can be problematic for people who are not used to work with such files.
Modifié par Calister68, 22 septembre 2013 - 06:54 .
#63
Posté 22 septembre 2013 - 07:31
I am using the all in one 2da of the vault and it has lines 19523 - 53 taken up with some signs.
No big deal I will put your lines at the end but just thought you might like to know. the error could well be mine, this is a well mashed 2da
PJ
#64
Posté 05 octobre 2013 - 09:31
After having worked on "small" placeables, I decided to try to create bigger things, and the first structure I thought about was... a mine entrance ! In the different mods I worked on, I always struggled to create realistic mine entrances.
Using only the nwn2 placeables, I created one which I think is nice enough... but I wanted to see if gmax could help me to do something better. So I created an old mine entrance :
Entrance alone
Exemple of use ingame
I'll try to create other things like this, focusing on ruined structures (walls, wells...).
#65
Posté 05 octobre 2013 - 10:09
I like it especially for the "real" rather than fantasy feel it has.
In the entrance alone you can see further back into the mine, that's a very nice effect. It seems less deep in game, is that intentional.
PJ
Modifié par PJ156, 05 octobre 2013 - 10:11 .
#66
Posté 05 octobre 2013 - 10:20
#67
Posté 05 octobre 2013 - 10:39
kamal : no, it's not tintable for the moment, but I'll make it tintable to suit with the cliffs and rocks in the toolset (that's what you were thinking about ?
#68
Posté 06 octobre 2013 - 07:00
To my knowledge there is a shortage of placeables to go with your mine entrance?
Props, picks, wagons that should be hitched to donkeys (or dwarfs). Staging for open cast mining. Things with big wheel on for pulling stuff around (you can tell mining is not in my blood).
You may already have loads of ideas but if you don't your shiny new mine could come with a pack of toys?
Just out of interest as well as a moddeler o your experience (I am assuming you have a fair amont. How much does a model like that one take?)
PJ
#69
Posté 06 octobre 2013 - 08:05
Creating this entrance took me approximately 3 hours. The shape itself is not complex, but as usual, the hard part was to find appropriate textures. An other difficult thing was to decide what shape the top of the rock should have, in order for it to be easily integrated into a cliff or rocks.
Modifié par Calister68, 06 octobre 2013 - 08:06 .
#70
Posté 06 octobre 2013 - 08:55
PJ
Modifié par PJ156, 06 octobre 2013 - 08:56 .
#71
Posté 06 octobre 2013 - 03:49
Despite its relatively complex shape, I'm happy the poly count so far is pretty low (349).
- Edit : I reduced the wall, removed this strange-looking collapsed brick, and added a shadow around the arch. I think it looks nice, and the poly count is even smaller (262)
Modifié par Calister68, 06 octobre 2013 - 04:51 .
#72
Posté 06 octobre 2013 - 06:20
#73
Posté 06 octobre 2013 - 07:00
I like the very block like wall texture on this one I can see a nice jail type door on that entrance
For me it's better without the block on the floor as you have changed it to. Signature details like that cut down on the usefulness of the item. Similat to the unmade bed in the stock set. Two made beds side by side looks okay. Two unmade in exactly the same way looks odd.
PJ
#74
Posté 06 octobre 2013 - 07:26
Tchos : I plan to create a cave entrance later, but if I remember well, there are custom cave entrances available on the vault (made by RWS I think)...
Oh, and I forgot : the rock on the first mine entrance is now tintable^_^
#75
Posté 06 octobre 2013 - 08:18
Yes, there are, but some of them are very specialised (like the giant skull), and were not quite suited to my purposes. Others would be more suitable, but they have very sharp edges, as if the opening was cut out of the rock instead of worn through naturally.Calister68 wrote...
Tchos : I plan to create a cave entrance later, but if I remember well, there are custom cave entrances available on the vault (made by RWS I think)...





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