I believe some of the RWS tower pack has ramps by walls like that.
City-State Project
#301
Posté 07 décembre 2014 - 12:08
- rjshae aime ceci
#302
Posté 07 décembre 2014 - 07:06
They look very nice models, it would be nice to get them fixed.
PJ
#303
Posté 07 décembre 2014 - 01:25
It s a one piece object?May be trying separate it in different piece could fix.
Make it available if you wan t me or anyone else to give a look.I was on a mapping trip but i ended what i had to do so i go back to plc creation.
#304
Posté 07 décembre 2014 - 04:41
Thanks. I checked the RWS Towers models, but none of them had a staircase running parallel to a wall. What does though is the first house model (plc_bc_house01). I had a look at that and measured the house staircase: it has a slope of 0.7 and a width of 2.42, while the rat's nest model has a slope of 0.8 and a width of 1.29. Thus I can try modifying the staircase by decreasing the slope and making it wider.
Hoping it works...
Ed.: Ha! I got it to work, and it was just by tweaking the C2 collision boxes.
The same solution also worked for the poor folk's house. Woo-hoo!

Hello? Is anybody home?
- BartjeD, kamal_, Kanis-Greataxe et 1 autre aiment ceci
#305
Posté 08 décembre 2014 - 09:30
That's good, it will be great to see in game (my game
)
I was going to suggest two models like the city hak seems to handle these things but you got there with a better solution first
PJ
#306
Posté 08 décembre 2014 - 10:59
#307
Posté 08 décembre 2014 - 11:28
Might make a decent dice tower, too. ![]()
![]()
#308
Posté 09 décembre 2014 - 02:46
For my porting efforts I've collected a long list of candidates from various sites. Here are three multi-page collections that look particularly fruitful, and which you may enjoy:
Here's another nice set, although these tend to be a little too high poly for my purposes:
#309
Posté 09 décembre 2014 - 06:55
We have one of PantherOne's crate already do we not.
These look very cool RJS.
PJ
#310
Posté 09 décembre 2014 - 04:48
We have one of PantherOne's crate already do we not.
These look very cool RJS.
PJ
Yes, the first set has PantherOne's lamps, the hollow log, and the open crate. His wagons look good, as do the fences and the grave pack. Not sure what other ones people might want.
#311
Posté 10 décembre 2014 - 05:34
I was thinking that it might be interesting to have some fantastical background cards, like an elven tower or a floating castle. It's fairly straightforward to do: all you'd need would be a texture of some fantasy structure with the background set to 100% transparent, then apply it to a simple vertical surface model or effect. You could have all kinds of strange structures visible in the distance--all you need is the artwork.
#312
Posté 11 décembre 2014 - 09:25
The Painted Wench is a medieval tavern port. I rather like it; the model isn't perfect, but it has character and looks like it might be used for some shady purposes. There are planks along the roof top, so I made them walkable.

- 4760 aime ceci
#313
Posté 11 décembre 2014 - 09:49
That looks very nice ![]()
The grey base to the lower and upper walls looks out of place though. Is that one of the imperfections you were speaking of?
PJ
#315
Posté 12 décembre 2014 - 12:37
The Painted Wench is a medieval tavern port. I rather like it; the model isn't perfect, but it has character and looks like it might be used for some shady purposes. There are planks along the roof top, so I made them walkable.
I originally had a quest in Crimmor where you were trying to get out of the city, and there were people trying to stop you, including some rooftop archers. This reminds me of that. The quest worked fine but wound up getting removed for story reasons. If people remember I had rigged more roof walking via walkmesh helpers than the quest stuff (in fact Crimmor some included but didn't use some "upper level" city maps), but it proved to be too difficult to string together any way to run the rooftops across too many buildings.
#316
Posté 12 décembre 2014 - 04:05
http://www.sharecg.c...io/Cave-Octopus
This...please please please this.
http://www.sharecg.c...image_id=125631
#317
Posté 12 décembre 2014 - 05:44
Unfortunately it's a high poly model (65K faces) so it needs to be trimmed back quite a bit for use in NWN2.
#318
Posté 12 décembre 2014 - 09:09
Actually I converted it as it fits nicely my campaign settings:


- kamal_ aime ceci
#319
Posté 12 décembre 2014 - 03:53
Well, okay. Saved me some work then. Thx. ![]()
#320
Posté 13 décembre 2014 - 02:21
The windmill extract works like a charm. I'm not sure why the window was attached, but I can always cover that up. Thank you.

#321
Posté 13 décembre 2014 - 07:16
Why the window? Because I needed a static part to act as the "root bone". But it's only a few faces, and its texture files are independent from the wings, so it can easily become invisible.
#322
Posté 13 décembre 2014 - 11:45
#323
Posté 13 décembre 2014 - 12:13
It shouldn't break the animation, but anyway how will you tilt it? You can easily change the orientation in the horizontal plane (x;y), but on the vertical planes all you can do is change the height, not the angle. Only the cameras have the option for the three axes.
#324
Posté 13 décembre 2014 - 12:26
I wanted to do it in 3ds max cause yes nwn2 only allow rotation of the z axis/orientation on plane x/y(another idiot limitation
).I need it on the x or y axis.That s why i m not sure it will keep the animation.
Btw going to see that third movie on the hobbit,see ya ^^.
#325
Posté 13 décembre 2014 - 02:12
Actually I converted it as it fits nicely my campaign settings:
I could see that in illithid cities.





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