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Calister placeables


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#76
Calister68

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Two new models based on the stone mine entrance :

- In the toolset
- Example in game

I'll now try to create a cave entrance, but modeling rock seems to be a real challenge if you want to obtain something realistic. Let's see !

#77
PJ156

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These look really good, the wall one in the game especially so!

PJ

#78
Tchos

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Yes, very nice entrances there. :)

If you need natural-looking rock shapes, I can help, or I can just recommend the same thing I used for my rocks -- Sculptris.

#79
Calister68

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Thank you ! Actually it's more the texture that worries me, I'm not sure to have the skills needed to apply it on the shape and obtain something like this, for example :lol:

#80
Tchos

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A snowy cave from Skyrim? Well, looking at photos of real cave entrances shows me that you have a lot of freedom in how to texture a cave entrance, with all the different kinds of rock, plus soil-covered, moss-covered, and vegetation-covered entrances there are.

#81
rjshae

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Very nice work! Those look quite good.

Calister68 wrote...

Thank you ! Actually it's more the
texture that worries me, I'm not sure to have the skills needed to apply
it on the shape and obtain something like this, for example [smilie]http://social.bioware.com/images/forum/emoticons/lol.png[/smilie]


It could be useful just to have a set of tintable leaning rocks. The current set of rock placeables tend to be spheroidal or pyrimidal, so it's impossible to group them into gaps as in your pic. Some standing stones would be nice as well.
:)

Modifié par rjshae, 12 octobre 2013 - 03:38 .


#82
Tchos

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Small, individual rocks (non-grouped) are useful, too.

#83
PJ156

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rjshae wrote...

It could be useful just to have a set of tintable leaning rocks. The current set of rock placeables tend to be spheroidal or pyrimidal, so it's impossible to group them into gaps as in your pic. Some standing stones would be nice as well.


I concur, rocks that can form an overhang are very rare but you have to go where the muse takes you Image IPB.

PJ

#84
Calister68

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rjshae & PJ : I agree, leaning rocks are very rare, but I think I'll try to model the cave entrance using only one shape with a single texture applied on it. I think it's a better way to obtain something realistic... we'll see ! ^_^

Tchos : interesting screen... I remember you created some rocks, did you already try to make a cave entrance or something like that ?

Modifié par Calister68, 12 octobre 2013 - 08:09 .


#85
Tchos

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No, I haven't made one, and it hadn't occurred to me to try, but I eventually intend to make more large rock shapes.

#86
Calister68

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Work in progress... well, ok, it's not Skyrim, but at least it looks like a cave entrance^_^

I still have to work on the deepness of the entrance and the ground. And maybe add some rocks here and there...

#87
PJ156

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It looks good, with some placeables to break up the hard edges it will be great.

Do these have door type transitions or will we need to paste down a trigger at the entrance?

PJ

#88
Tchos

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Even if there are no door transitions, there are at least 3 other ways to use them for transitions besides using the blue circle on the ground. You can use the invisible placeable {Collision Box} with its dynamic collision setting turned off and its usability set to true (or the black {TileBlock 01}), along with a transition script like I use with my placeables. You can set the entire cave entrance itself as usable, with the same kind of script. You can manually place the black hole {Cave Entrance 1} "door" that normally comes with the cave entrance placeable into the middle of the darkness, if you want it to behave like a standard door.

I like this entrance very much, too.

#89
rjshae

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It looks very... organic. ^_^

Some hard edges and crack lines might help. Maybe with some tintable moss clumps.

#90
PJ156

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Tchos wrote...

Even if there are no door transitions, there are at least 3 other ways to use them for transitions besides using the blue circle on the ground. You can use the invisible placeable {Collision Box} with its dynamic collision setting turned off and its usability set to true (or the black {TileBlock 01}), along with a transition script like I use with my placeables. You can set the entire cave entrance itself as usable, with the same kind of script. You can manually place the black hole {Cave Entrance 1} "door" that normally comes with the cave entrance placeable into the middle of the darkness, if you want it to behave like a standard door.

I like this entrance very much, too.


Those are good ideas I have not thought to use the collision box in the past, that would have been useful.

PJ

#91
Calister68

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Due to the unusual shape of the entrance, it'd be hard to place a door in it, that's why I always use a collision box with this type of placeable.

#92
Calister68

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rjshae wrote...
It looks very... organic. ^_^


I agree the placeable alone looks strange, partly because of the texture I used.

But when you see it in game, placed in a cliff, I think it looks much better.^_^

#93
Calister68

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A new cave entrance I'm working on :

Cave img 1
Cave img 2

This one was hard to texture, but it's almost finished, I just need to modify the ground a little. It could be a nice ogre lair^_^

#94
PJ156

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Naaah, it only looks big cos he's a dwarf.

I reckon its the home of a tallish elf, dwarfs have to look upwards at everything so everywhere's an ogre lair to them.

Looks very good in game though. Nice work Mr 68

PJ

#95
Tchos

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My bet is on bears. :)

I'd say the entrance may look a little square-like, but I expect I can break that up with extra rocks and vegetation. Me want.

#96
PJ156

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Me too,

I like the shape, I think it looks like it would take one of the double door placeables just nicely.

With a small cat flap for the dwarf perhaps?

PJ

#97
rjshae

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It looks very nice. A little more arching of the opening top might help with the squareness, but otherwise they should work just fine.

#98
Calister68

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Yes, I noticed the square-shaped entrance, I can easily modify this.

Modifié par Calister68, 16 octobre 2013 - 07:43 .


#99
Calister68

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The final version of this cave entrance, with the modified opening. Last thing to do : make the rock tintable (yes, the dwarf was eaten).

Modifié par Calister68, 16 octobre 2013 - 05:27 .


#100
kamal_

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Very nice, fits the existing assets well. Also good job with the ground terrain texturing.

Modifié par kamal_, 16 octobre 2013 - 05:40 .