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Placeables project - PJ's placeable cornucopia


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#1
PJ156

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Hot on the heels of Kamal’s very excellent compilation of tiles and tile 2da's this project is complete at Beta and ready to play with.

My project is a new 2da based on Kanbyen’s work which adds all the most recent content by Tchos, RJShae and Callista. It also adds content from the dark waters set and provides access though blueprints to the work by snakebane and dream team. In addition to all this loot there is all the hidden content from the OC (that has been found to date) and my own tintable placeables set which will expand along with the jungle ruins snake set I found in my travels.

On top of all that I have taken all the placeables that have not been updated to SoZ and all the blueprints not properly implemented in Kanbyen and fixed them, there are 6054 blueprints in this set and that will grow as the stock off custom content grows.

I have subdivided all of the model files with associated textures into folders and utp files in folders separately. That allows the modder to subdivide the content to keep hak sizes down. I plan further subdivision in the future (Kivinen’s work is ripe for this).

I have provided a spreadsheet in .xlsx and .ods format. these give the full 2da and the means to navigate to the content as well as links to the original DL and the creator. There is a checklist so you know which you have used and which you have voted on. this is to allow the modder to check what is done and not done (I still have Tchos's one sided version of Arpharazons cave roofs to put into the set) and to allow them to note which content they have used.

It is highly unlikely to be perfect so please report bugs to me here if you can and I will update often to get this set as good as it can be.

It can be downloaded from.

Vault 2

Vault 1

There are some notable exceptions to the sets on these downloads, Tchos's whitcher project needs to be obtained from source, there is a link in the supplied worksheet. This is the same with BTH's work. instructions for implementing these is included.

I so wish this and Kamals projects had been complete when I started on this modding journey. Posted Image

PJ

#2
kamal_

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10, a masterpiece, genuinely groundbreaking

#3
rjshae

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Congratulations, and thanks for making this available!

#4
kevL

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don't worry about the count, this is priceless

#5
andysks

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I've always had problems merging 2da files and the like, so this has been quite some help for me for the past 3 or so months that I've been using even the incomplete versions. Thanks for one more time PJ.

#6
PJ156

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Thank you gentlemen kind words are always welcome.

I have just posted my first update, two of which were real head slappers noted by Andy. I searched all the files for spurious 2da's but I searched my campaign folder then built up the pack from another location ...

So I left two 2da's in the cc folders. Posted Image


DOH!


Update 01
1.1 Remove spurious 2da from the city hak cc_ folder (thanks andysks for spotting that one)
1.2 Remove spurious 2da from Knightmares caves cc folder (thanks andysks for spotting that one)
1.3 Remove spurious blueprints from utp_alupinu_paintings
1.4 Remove spurious blueprints from utp_disastro_paintings
1.5 Added 84 new blueprints to utp_kivinen_placeables that I missed in the first pass. (spoon, two pots, a pan, spade, rake, ink well, beer stein and loot bags at various jaunty angles)

I am going to give this till the end January and then post a version 2 with updates in between. The updates will be fixes and additional bluprints. Version 2 will change the 2da itself to add any new content that may appear in the meantime, Tchos's variation on Arpharazons cave roof tiles and any more tintable stock content I do in the meantime. I also want to relook at kivinens .mdb files. Rather than organise them by up, down, float etc. I want to organise them by waepon type. That way the modder can just use the models they need. If they do not use the warmace it does not go in the hak. In kivinens case it is easy to do because I dont have to match the models with the texture assets.

PJ
 

Editado por PJ156, 21 diciembre 2013 - 04:23 .


#7
andysks

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I just updated my cc folders and 2da with the new version you published, and noticed that many placeables had no appearance(invisible on cursor). So I thought something is taking priority over the correct 2da.
I don't know if this is an issue of mine, but I spotted something else on the tupoun's house and castle. Every placeable has a missing texture. I might download the package from the vault and replace the cc folder content to see if it's just me.
But I tested almost every single placeable on your package today, and they all work flawless except this one :).

#8
PJ156

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Thanks Andy, that was a good spot.

The texture assets for tupoun castle should all be there so I will and have a look now.

You tested almost all of them ... eeek!

And thanks for your perseverance :D

PJ

#9
PJ156

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You're right, the texture assets were not in the set. I will post another update on Monday to fix anything else that comes up.

PJ

#10
andysks

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Well... all. For example I test a couple of instances of snakebane's foliage pack, or fright gallery paintings etc. and if they work I assume they all do :).

#11
rjshae

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Good job with the testing and updates!

#12
PJ156

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Update 02 was ready to go up. There are a couple of minor fixes but nothing too big.

However I have just got an email from Nut Meg with permission to include thier purgatorio content Posted Image

That's a lot of blueprints to create and I want to include that in update 2 so I will delay it for a week or so till I get those done.

I will post some pics as I create the blue prints :)

If anyone want to use Snakebanes blueprint on interiors, I have had to modify the 2da to allow this, PM me if you want the updated 2da now.

PJ

Editado por PJ156, 28 diciembre 2013 - 10:50 .


#13
andysks

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Many thanks PJ. And many thanks to Nut Meg. It is so nice that RDS shares so much of their custom stuff.

#14
PJ156

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Indeed, though it is not proving to be straight forward.

I have created the 345 blueprints but I have some missing textures and models to track down.

The main problem is that RDS are overwriting stock content to create the very individual look they need for the planescape setting.

A good example is the slum row houses which they have retextured.

To include all this lovely content I am extracting the over written assets from the pack and creating new models in mdb cloner and adding them to the 2da. at rows 6950 - 6999.

that goes a step further than simply creating blueprints so I have asked Nut Meg if this is okay. It should not be a problem I don't think I am not here to take credit for thier work. RDS will be clearly credited for all of the content including the new models.

PJ

#15
PJ156

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It's looking like this weekend for the update now. I have learned my limitations in gmax as they stand and I will set aside the other things I wanted to do for now.

Currently update 02 will:

2.1 Fixed the 2da so that snake banes content works on interior and exterior areas
2.2 Added models for bck generic – missing from V01.
2.3 Updated cc_tupoun_house – castle textures missing from V01
2.4 Added a new merchant, church and inn to the hidden content section
2.5 Included rds purgatory content {342 new blueprints}
2.6 Included rds purgatory new content {retextured stock content 20 new blueprints}

Here are some of the purgatory placeables.

Posted Image

I am still missing textures for some of the placeables and models in some cases but I will send them out as is and update if I find them later. This only affects 5 - 10 blueprints of 342. Also some of the very large models crash the toolset if you are zoomed in too close when you pull them into the model. These are very large models though, none of which are shown above. The planscape setting makes some of the models less useful but despite that I think this is a very useful set with some really cool additions to our arsenal.

PJ

#16
PJ156

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I wanted to do a laundry for my current project so played with the tints on a few stock (and one witcher) items (below).

These will go onto pack No 2 which currently has the below update list.


2.1 Fixed the 2da so that snake banes content works on interior and exterior areas
2.2 Added models for bck generic – missing from V01.
2.3 Updated cc_tupoun_house – castle textures missing from V01
2.4 Added a new merchant, church and inn to the hidden content section
2.5 Included rds purgatory content {342 new blueprints}
2.6 Included rds purgatory new content {retextured stock content 20 new blueprints}
2.7 Removed spurious blueprints from the abbot signs set.
2.8 Added tintable tubs, pillows, laundry and rags. (note, due to the animations required the tinted hanging laundry over write the stock content).

Laundry tinted items.

Posted Image

PJ

Editado por PJ156, 04 enero 2014 - 09:21 .


#17
andysks

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PJ, if I may ask a favor... is it possible to include a download with just the updates? I don't know if you are planning on doing so, that's why I ask. What I mean is, a download with the 2da plus the updated ccs and utps, so that we don't have to download the huge package as a whole again? If it's possible :).

In other things, the laundry thing is quite enjoyable. I never noticed how the fact that all clothes were grey bothered me until I saw these pics.

#18
PJ156

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The update will only be the updated models and utp's, plus the new 2da some instructions and an updated xls/odj table. I just zipped it up and it is 146 Mb. There is some unrequired material there which is repeated in what you have already but I am trying to keep each pack together to stop me getting in a muddle :)

It should be up later today. It's too big for the vault 1 and 2 so I will contacting Mr Kipp later on for some help.

The washing had bugged me for a while. I would realy like to lose those poles to but I am not there with gmax yet.

PJ

Editado por PJ156, 04 enero 2014 - 10:08 .


#19
Tchos

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Finally we can have some new tubs alongside the washed-out ones!  And we can have specific colours for dirty uniforms in themed areas.

For getting rid of the poles, you'll want to press this button.

https://photos-4.dro...8z-kGuhy5-8AVms

Then click on the "polygon" choice underneath, and just drag your mouse over the poles, and hit delete.

https://photos-2.dro...kj0LcbWbcmxRhgM

#20
kamal_

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I thought the pillows and hanging laundry were already tintable.

#21
PJ156

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The hanging laundry on the cross frame is tintable, as are the pillows 01 to 05. I have tinted the single laundry line, which was easy as the tint map was done but not applied. The pillows I did are 06 and 07 (the white ones) because the flat one is the one that can closest be used form a folded piece of clothing or material. The angled one comes free since they both use the same tint map (in fact they use bed 02 for a texture map so I had already done the tint map previously).

I really only did them for this project but it's good to add them to the toolset.

The one that had bugged me the longest though was the rag pile. It is much more useful now that is is not a single colour.

PJ

Editado por PJ156, 04 enero 2014 - 03:47 .


#22
PJ156

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With the aid of the kind Mr Kipp I have just updated V1 and V2 with the placeables update 2.

The update is pretty much as per the list above but it also has an updated excel sheet to help navigate around the various subsections I have put everything into.

Update 3 will be in a week or two and will include Tchos variation on the cave roofs by arpharazon (not textured both sides) and some more tintable placeables along with any other issues I, or other people, spot along the way.

I also want to try to modify some models to create new buildings. Hopefully my first steps towards more significant custom content in Gmax :)

PJ

#23
OfficerDonNZ

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Great work PJ. But I think you're slightly mad :D

#24
kamal_

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So much yummy content I've never seen before. These are provisional bugs. I need ato build a module just to test instead of adding the content to something else.

Dragonlance - Gate 01: two entries with the same name, they do not seem to be different.

Dragonlance - Lift Cargo: if the selection box is not in the toolset's view, the object does not display.

rjshae Dwarf Hold: placeholder entries? None of the content was visible.

Semper Buildings: placeholder entries? None of the content was visible.

GPS: no issues

MoW : gangplanks. All three gangplanks have a texture but are nearly pitch black for some reason.

MoW: Ghost Ship : Missing textures on the sails.

Crystal Violet: No issues.

Qkrch: "cocoon blue", these are purple to me.

Morbane Arcane Circles: Flat Circles 2-4 Tint do not display and do not exist if placed, They do not fit the name scheme either so it may be a 2da error.

Elysius Misc: angel, angel mirror, and statue (battle priestess) did not appear.

#25
PJ156

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Thanks Kamal_ I will have a look at those issues this evening,

It sure is a lot of content, very hard to use it for the most part just because I cannot remember what most of it is ;(

PJ