Well initially I tried this with an entirely empty game back a few months ago when I asked you about.
Placeables project - PJ's placeable cornucopia
#126
Posté 02 août 2014 - 02:38
#127
Posté 02 août 2014 - 03:00
Ok I think I got it working. Apparently dragging the zipped files over did not overwrite the existing 2da which was from BCK2 only. I'm still missing some but I assume they are in the multiple update files. Thanks!
#128
Posté 02 août 2014 - 05:19
Yay!
PJ
#129
Posté 03 août 2014 - 02:14
Now your modding life enters a new stage EE
.
- Eguintir Eligard aime ceci
#130
Posté 05 août 2014 - 01:07
Almost only one lingering problem. It appears about 3/4s of the witcher ones are not available to me still.
As I recall there was a bit of confusion. I downloaded the updates and the one linked to the witcher download link, from PJ. PJ already had the blueprints and I was supposed to take just the other files from the witcher link. But a lot of them were module files and so on, and the witcher link had a file called PJs blueprints I believe.
How did people solve this? I did what PJ said which was use his own UTPs and take only the graphics and MDBs but it didn't work out. Kept PJs 2da as well.
#131
Posté 05 août 2014 - 04:28
Sounds like it's working fine. The Witcher Placeables Conversion project is at v0.334, which means that only 33.4% of the models (287) have been converted and released. PJ made blueprints for all of them, including ones that haven't been converted yet, so I expect those are the ones that aren't working for you.
The ones that are released are the ones shown in the areas of the demo module.
#132
Posté 05 août 2014 - 05:33
Sounds like it's working fine. The Witcher Placeables Conversion project is at v0.334, which means that only 33.4% of the models (287) have been converted and released. PJ made blueprints for all of them, including ones that haven't been converted yet, so I expect those are the ones that aren't working for you.
The ones that are released are the ones shown in the areas of the demo module.
Second that, you can use either set of blueprints. If you load up both you will simply see two sets. I did do a blueprint for every model as Tchos says. Anything with the prefix witcher is not yet in the set. When new content arrives I give the blueprint a more descriptive name and post it with the update.
Now we just have to hope/wait for new content.
PJ
#133
Posté 09 septembre 2014 - 03:05
Hi PJ. I always feel uncomfortable to ask stuff from the people who do so much work on the CC front, but I couldn't hold it
. Is there a possibility for an update on the Cornucopia that will include the cave roof, but Tchos' variation, the newest Witcher additions and a bell from Bob? If the bell is unavailable I can send it to you. Still, none of these is an emergency, as you know I am far from completion on my work. It's just a direct question/request for the next update
. Thanks.
#134
Posté 09 septembre 2014 - 03:59
#135
Posté 09 septembre 2014 - 06:42
Ah, what I actually meant is if he could include these specifics on the next update, together with the big bunch of other stuff of course
.
#136
Posté 09 septembre 2014 - 06:55
Very close to an update and it's potentially huge with all the new work that has been going on! The packs are not officially released though and I will wait for that before proceeding.
What I do have added is a goodly amount though, Bobs bell is in there as are a lot of other bits. 2760's work is there, and there's lots of that. Kamals desert items will be in there along with Tchos' update as and when he links it. I need to seek a few more permissions and get in touch with Tchos and Kamal. After that I think we are there.
I have had to move two sets in the 2da so i need to make sure that is done right. There is a lot of small packs of content where the author did not use the 2da reserve. Moving these is a pain for anyone using the cornucopia who has used these items but it has to be done to be fair to the people who are using the reserve ranges properly. I tried to mop these up when i first started the project but i did not get them all ![]()
The moved items are:
Crystals placeable doors and
TD mephisto's floor pack.
I used the latter myself in Loose ends so i will have to tidy that up later.
This update has near half a gig of content. Phew ....
PJ
- andysks aime ceci
#137
Posté 09 septembre 2014 - 08:59
I want to get a few more placeables done for the next release.
#138
Posté 10 septembre 2014 - 08:29
2760's work is there, and there's lots of that.
I want to get a few more placeables done for the next release.
Same as Tchos, I've got a few to finalize (mostly add a tint map to the stock crates, at least the moving ones).
#139
Posté 10 septembre 2014 - 09:35
Eguintir Eligard - Sometimes i simply cannot get models to display in my toolset, even though i see those same models fine when actually playing. Of course, it makes using those models a pain. (Not these placeables - just rarely some models, but its always the same ones).
Not sure if you have the same problem, or whether its just something specific to me.
#140
Posté 10 septembre 2014 - 02:29
In the toolset, are you able to see the C2/C3 collision boxes for those hidden models?
#141
Posté 11 septembre 2014 - 02:42
I don't know. According to the posts I resolved my issue and it was a stray file that didn't delete or whatever, I forget now.
I recall years ago making a custom model that in certain weird circumstances my model would show in game and not toolset. Invariable it is something missing or wrong somewhere. I would not use a model I couldn't see, and I consider that unacceptable for use, as I hope you would. There is a reason for it you'll have to investigate. 2da is my only guess.
#142
Posté 13 décembre 2014 - 09:27
I have just uploaded update 05, in this package I have:
5.1 Included RJShae’s city pack. Note: There is a list of specific content creators that comes with this pack. These credits are included above but can also be referenced from the contained list.
5.2 Fixed 2da to allow RWS church pews to be used indoors.
5.3 Updated the Witcher placeables set by Tchos to .362. Please note, this is just the blueprints. The models can be found at the following thread http://forum.bioware.com/topic/469102-witcher-placeable-conversion-project/page-13 post #305 or in the opening post.
5.4 Included RJShaes adobe models.
5.5 Include 4760 models for buttons, levers, trapdoors, torches, chests, coffins, mill, pressure plates and statues.
5.6 Include Kamal_’s desert placeable set.
5.7 Moved Crystal doors. These models were never given a reserved area on the 2da list and thus have now clashed with a set that has used a reserved range. Therefore a new home has been found for these and new blueprints created. Any crystal doors placed in a current game must be replaced if this 2da is to be used.
5.8 Moved td_mephisto and td_mephisto_bridge. These models were never given a reserved area on the 2da list and thus have now clashed with a set that has used a reserved range. Therefore a new home has been found for these and new blueprints created. Any td mephisto items placed in a current game must be replaced if this 2da is to be used.
5.9 Moved simbolics house model. This model was never given a reserved area on the 2da list and thus has now clashed with a set that has used a reserved range. Therefore a new home has been found for the house and a new blueprint created. Any instance of this house placed in a current game must be replaced if this 2da is to be used.
5.10 Added some new tintable objects (stains) to the pj_tints_set
Instructions:
Each of the cc files is either new in its entirety or I have included all the models from previous revisions. Therefore it is fine to install the cc content to your working folder by copying across and allowing the files to over write where alerted.
The utp files for td mephisto’s work and crystal doors must be removed from your current working folder and the new ones copied in. This is because the files will not overwrite and, if you don’t remove the old ones you will have two sets of utp’s in the toolset.
Sorry about the crystal doors/simbolic and td mephisto stuff, they now have allocated lines in the reserve list. There were so many unreserved projects scattered about the 2da I missed reserving some first time around. I hope this is the last time I will have to move something.
PJ
- Eguintir Eligard, rjshae, kamal_ et 3 autres aiment ceci
#143
Posté 13 décembre 2014 - 07:16
Re. 5.3: The models are not on the blog, but only in the thread you linked, with a link to Dropbox. Also, you don't have to go to the last post in the thread to get the latest pack. I update the first post each time with a new link to the latest pack.
#144
Posté 13 décembre 2014 - 08:48
Thanks Tchos, that's good to know. I will adjust the post and site in the morning.
PJ
#145
Posté 14 décembre 2014 - 10:09
Thanks for maintaining these, PJ. At this rate, we're going to need a catalog.
#146
Posté 14 décembre 2014 - 11:47
That's something I can do ![]()
In essence its the 2da with each entry having a column for a more descriptive reference. Perhaps it could go like this?
Column 1 - No in 2da
Column 2 - Description in appearance drop down
Column 3 - Description of item
Column 4 - Set/location in utp (this will be a number in my sets)
Column 5 - General type of item (we can discuss which heading would be useful but this could be chair, pot, rug etc.
Column 6 - Credit
If we use an excel spreadsheet of a given format then C1 and C2 would be the 2da and the rest could be filled out as time is available. Sections of it could be shared if others feel like chipping in and we could easily search columns 3 to 6 to filter.
That's my simplistic view, any other thoughts. As I have described it it would be a balls ache to do but could be updated as the 2da is updated and could be broken down for anyone with ten minutes to play to update a little to copy paste to the master.
Finally as a real teaser how about.
Column 7 - model name
Columns 8 - 10 - Texture allocated to model.
I did start a table with 7 - 10 on it but gave up one that very quickly ![]()
I'm happy to do/lead this in the new year if you lot think it would make life easier?
PJ
#147
Posté 15 décembre 2014 - 12:26
As long as you keep the textures in the folder with the models, keeping track of which model uses which texture isn't really necessary (it also sounds like keeping track would be a massive amount of work).
#148
Posté 15 décembre 2014 - 03:54
That's something I can do
Well I was just thinking in terms of a set of screen images. Like a Flickr gallery with labels.
#149
Posté 15 décembre 2014 - 06:35
As long as you keep the textures in the folder with the models, keeping track of which model uses which texture isn't really necessary (it also sounds like keeping track would be a massive amount of work).
You're right and that is already done, I think it is only relevant when a model uses more than one texture, which is why I dropped the idea early on in the cornucopia. I laked the understanding to extract the different textures from mdb. Happy to drop that suggestion any way.
Well I was just thinking in terms of a set of screen images. Like a Flickr gallery with labels.
An image would be a lot more work me thinks
I will play with that because I don't see that a set of images on their own would be useful without the ability to sort in some way. Nothing is going to happen this year but I may get my head down on this during Q1 2015.
PJ
#150
Posté 15 décembre 2014 - 03:45
An image would be a lot more work me thinks
I will play with that because I don't see that a set of images on their own would be useful without the ability to sort in some way. Nothing is going to happen this year but I may get my head down on this during Q1 2015.
Okay, thanks. Perhaps it's more trouble than it is worth then. Seems like something that could be generated via some sort of small scanning program.
Have you encountered any placeables that are in need of repair?





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