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Calister placeables


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260 réponses à ce sujet

#51
Tchos

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I'm not sure which graphics program you're using, but you could use a command to desaturate the image so that the details remain, but the colour becomes neutral, and then you can rely on the tint map to apply the desired colours in the toolset. There are three colour channels in an RGB image, each with 256 levels (0-255) of possible lightness values. So, for the red channel, if you make an area 100% light (255), then that area will be fully tintable with the first tint control in the toolset. If you make it only 50% light, then the tint strength will be only 50% of whatever colour you choose.

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
Dann-J

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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
Calister68

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Thank you for your answers !
@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
Happycrow

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Sanity check: you're talking about the really BIG strength indicating light coming through the wax? nwn2 would handle that via glow maps. (Probably you guys are already on this, but though I'd check)

#55
Tchos

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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 ?

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.

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
MokahTGS

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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.

#57
Calister68

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Thank you Tchos, I just sent you the skull. Good luck !

Mokah : you mean... this ? I agree, it's really scary^_^

#58
MokahTGS

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Calister68 wrote...

Thank you Tchos, I just sent you the skull. Good luck !

Mokah : you mean... this ? I agree, it's really scary^_^


Yup....truely evil...needs more pink.

#59
Calister68

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New placeable : a small oil lamp (genie not provided)...

#60
Calister68

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Lights pack released !

#61
PJ156

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Thanks Callister congrats on getting the pack out :)

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 :). Also, out of interest, are the mushrooms on this 2da too, I still can't open the other one and it would be easy if they were here but I can still do what I need to otherwise.

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
Calister68

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HI PJ, and thank you for your advice. Yes, the 2da lines are indeed reserved, and the lines numbers are different from my two other packs. If you want to use the mushrooms pack with this one, you'll have to merge the placeables files, which can be done very easily.

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
PJ156

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Thanks for the reply Calister, I have a clash I'm afraid.

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 :D

PJ

#64
Calister68

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Back to work after holidays ! ^_^

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
PJ156

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That is a very nice addition to the resource pool.

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
kamal_

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I have to ask, is the rock around the mine entrance tintable?

#67
Calister68

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PJ156 : don't worry, I think it's a perspective effect, the deepness is the same.

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
PJ156

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Just a thought for you if you are looking at more placeables to do.

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
Calister68

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Thank you for your advice, PJ, but I prefer to focus on structures like this one, entrances, shafts, wells, etc. There are already a lot of nwn2 placeables you can put in a mine, I'm not sure my work would be useful here. ^_^

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
PJ156

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That is interesting, thank you Callister.

PJ

Modifié par PJ156, 06 octobre 2013 - 08:56 .


#71
Calister68

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I'm working on an other mine entrance, though this one could be the entrance of almost everything :P

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) :lol: !

Modifié par Calister68, 06 octobre 2013 - 04:51 .


#72
Tchos

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Entrances. Very good. I'm very tired of the one rock cave entrance available, and I think I might use the mine entrance instead of that for any cave that has had any kind of humanoid activity.

#73
PJ156

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It looks very nice indeed, as Tchos mentioned entrances are thin on the ground.

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
Calister68

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I agree, PJ, that's why I prefer to let this entrance with as few details as possible (I'll make a second one more detailed, using this same structure).
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
Tchos

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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)...

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.