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Placeables project - PJ's placeable cornucopia


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#26
kamal_

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I made a test module just to test this. I retested all the above

rjshae's dwarven stuff: no issues, so ignore my previous report.
Semper buildings: no issues.
Elysius Misc: no issues.

The other issues I reported remain.

#27
kamal_

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Tupoun house/castle/sewer: no issues

Callister: mushrooms 07 and 08, the model only goes about two thirds of the way around, not sure if this is intentional. no other issues

CODI: minaret does not place.

Dreamteam: no issues

Jaesun rugs and tapestries: no issues.

Knightmare cards and caves: no issues

botumys: no issues.

Heed: no issues

Racer Blue: no issues.

JOG coffins: no issues.

#28
kamal_

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Alupinu paintings: no issues
Argyll drawbridges: both "Part 3" placeables have a selection box but no model, intentional?
BB Larva: should be BB Lava as it's lava
Bom container fillers: no issues
Disastro paintings: each painting is duplicated in hte placeables list
Hidden OC: no issues
mspytkowski - walls : no issues
td_mephisto: no issues
the_abbot: no issues
the_george: no issues
thomas_b: no issues
tracks: no issues
trevor morris: no issues
white tower: no issues
zarathustra waterfalls: none of these place
zarathus banners: no issues
zspirit: no issues
Dark Waters: easle spelled easel, flintlock01, kelp02, kelp03, manta missing dds, flag 01 and 03, flintlock 02, hat 03, lighthouse very low, painting 05, painting 06, pivvy02, ramp, shell05, shipwreck 01-02 doesn't place

#29
kamal_

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Amraphael
SDJ
snakebane foliage
simbolic

all no issues

#30
Tchos

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

If it's what I'm thinking of, that happens with any model that uses multiple pieces within the MDB (any model that shows more than one bounding box in the toolset).  Stock objects of that sort do it, too.

kamal_ wrote...
Dark Waters: easle spelled easel

Did you mean it the other way around?  "Easel" is how it should be.

Editado por Tchos, 08 enero 2014 - 05:54 .


#31
kamal_

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Tchos wrote...

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

If it's what I'm thinking of, that happens with any model that uses multiple pieces within the MDB (any model that shows more than one bounding box in the toolset).  Stock objects of that sort do it, too.

kamal_ wrote...
Dark Waters: easle spelled easel

Did you mean it the other way around?  "Easel" is how it should be.

I was unclear. It's mistakenly spelled easle, but should be easel.

#32
PJ156

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Thank you Kamal, I will get onto these. It is realy good to have a detailed check through.

PJ

#33
tropetyper

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 I love that you've taken on all this work!

Though they aren't exceptional, I have made about about 350 or so custom placeables for a PW project I am working on with friends.

Most of them are paintings and tapestries because as a builder I grew really bored with putting the same art in every single house or room.  

There is a ton about custom content creation I really don't know, but I am glad I stumbled upon this place, hopefully I can educate myself here.

#34
PJ156

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Grab yourself some line in the 2da and I can add them into the pack if you like :)

Nice to see a new name too,

PJ

#35
Eguintir Eligard

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Is this just a big 2da and then I go find all the hak myself?

#36
PJ156

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For the most part no, it is much more than that. This is the 2da, all the models and all the blueprints sub divided and losely organised so you can create a hak from the content you use. Plus an excel spreadsheet you can use to note which ones you use (that last bit is a bit redundant right now as I am updating a lot). In theory you can make your hak as small as possible by triming out the bits you don't use.

Some content creators have been specific in thier wish that thier work is only downloaded from the source. For those I have put in a link so you can go and get the content (the models) yourself. the blueprint files are still in the pack so all you need is the models.

I think the main thing this project has acheived, is that all of the blueprints are updated to a post SoZ 2da. Aside from those Noted by Kamal_ and Andysks and as for as I know, everything works. Where there is a know issue there is a note on the blueprint name to say the model or tintmap is missing. I am going to track down and fix those when I get the time, first I will concentrate on fixing the bugs that Kamal_ has found and including any new content I find.

PJ

#37
andysks

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Quick question PJ. Some blueprints, I think the chinese garden ones, have a name that starts with a !. Does that mean something, or is it just how they are named?

#38
Eguintir Eligard

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Ok so it's 2da plus blueprints so that I can see all the names in toolset of any models. But models too (mostly)? Is this an attempt at a unified placeable hak?

#39
PJ156

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That was not the intention, it is more of a tool for myself which I have shared. Now that time has passed I guess the sharing is the more important part. This is just a tool so that those who are new to this or do not want to play around with 2da's have everything to hand.

There are too few of us active to seek, or get any value from, unification me thinks, though having this and Kamal_'s tile project we move somewhere towards it.

I just hope some get good use from it.

PJ

#40
tropetyper

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I'll have to fix up some missnamed blue prints, but I'll try to get that too you.

And just a quick question, is all of Tchos's Witchers project incorporated into this?

And another... >.>

I got to thinking...

So, we've already got a custom 2da for our world, and reading through your stuff on the vault I can see we'd likely have issues.  

Which then begs the question, if we replace our custom 2da with the one you're providing... will it work seamlessly or are we going to jack our work? 

Editado por tropetyper, 11 enero 2014 - 02:49 .


#41
kamal_

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tropetyper wrote...
Which then begs the question, if we replace our custom 2da with the one you're providing... will it work seamlessly or are we going to jack our work? 

It'll jack your work. PJ's 2da uses the ranges people have reserved the wiki. If you have custom objects that you intend to release to the community, I encourage you to make reservations.
http://nwn2.wikia.co...rved_2da_ranges

#42
PJ156

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Dont worry about your blueprints. I am likely going to have to move you to a reseved range on the wiki so the blueprints won't work.

Yes the witcher placeables are on this one, plus there is a blueprint for all of the unreleased work too. Just waiting for models, as and when Tchos gets some time to reuturn to that project.

I can well imagine you will have problems with your 2da but ... if you are baseing yours on Kanbyens work and your content does not include work by Callister or the other newer contributors then you should be okay. If you built yours up from the OC and added to suit your selves then I would not try to cross over to this one.

PJ

#43
PJ156

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Ha, writing at the same time :)

#44
kamal_

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I should add that you can copy the 2da stuff you don't have from pj's 2da to your custom 2da and the new stuff will work without messing up existing stuff, you'd just need to keep that in mind for the future.

#45
kamal_

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Knightmare's caves weren't in the spreadsheet, but are a separate Vault entry from the knightmare city cards.
http://nwvault.ign.c...l.Detail&id=424

#46
kamal_

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The stock stone walls such as "wall stone curved" seem to be almost black now. Tested in the module I set up just with this content.

#47
andysks

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kamal_ wrote...

The stock stone walls such as "wall stone curved" seem to be almost black now. Tested in the module I set up just with this content.


I think this is caused from the tintable stock recourses pack because they override the original. If you use the pack on an already advanced module, every wall you already placed will be black... like I did :o. Howeer, as PJ informed me, this is resolved by not using this particular folder from the package.

#48
Dann-J

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kamal_ wrote...

The stock stone walls such as "wall stone curved" seem to be almost black now. Tested in the module I set up just with this content.


It sounds like someone might have created a tinted version of them. The standard blueprints for non-tintable models tend to have the three colours set to zero (black) by default. If that's the case, then new blueprints would be in order.

[Ninja'd by Andysks Posted Image]

Editado por DannJ, 14 enero 2014 - 02:17 .


#49
andysks

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DannJ wrote...

kamal_ wrote...

The stock stone walls such as "wall stone curved" seem to be almost black now. Tested in the module I set up just with this content.


It sounds like someone might have created a tinted version of them. The standard blueprints for non-tintable models tend to have the three colours set to zero (black) by default. If that's the case, then new blueprints would be in order.

[Ninja'd by Andysks Posted Image]


Rogued! :bandit:

#50
kamal_

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So basically they are tinted solid black and I need to chant the tints to something I want, correct?

Those placeables blueprints should be set to stock type colors then, as adding this to an existing module would mean going through all the areas and resetting these tints.

Editado por kamal_, 14 enero 2014 - 02:57 .