Aller au contenu

Photo

City-State Project


  • Veuillez vous connecter pour répondre
558 réponses à ce sujet

#301
kamal_

kamal_
  • Members
  • 5 259 messages

I believe some of the RWS tower pack has ramps by walls like that.


  • rjshae aime ceci

#302
PJ156

PJ156
  • Members
  • 2 987 messages

They look very nice models, it would be nice to get them fixed.

 

PJ 



#303
Nagual_NWN

Nagual_NWN
  • Members
  • 70 messages

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
rjshae

rjshae
  • Members
  • 4 506 messages

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!

 

fig19_zps5459c224.png

 

Hello? Is anybody home?


  • BartjeD, kamal_, Kanis-Greataxe et 1 autre aiment ceci

#305
PJ156

PJ156
  • Members
  • 2 987 messages

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
Dann-J

Dann-J
  • Members
  • 3 161 messages

That tower model would make an excellent shot tower for manufacturing lead sling bullets.



#307
Tchos

Tchos
  • Members
  • 5 079 messages

Might make a decent dice tower, too.  :)
 
178px-Vettweiss-Froitzheim_Dice_Tower.jp



#308
rjshae

rjshae
  • Members
  • 4 506 messages

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
PJ156

PJ156
  • Members
  • 2 987 messages

We have one of PantherOne's crate already do we not.

 

These look very cool RJS.

 

PJ



#310
rjshae

rjshae
  • Members
  • 4 506 messages

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
rjshae

rjshae
  • Members
  • 4 506 messages

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
rjshae

rjshae
  • Members
  • 4 506 messages

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.

 

fig20_zps32b2dd36.png


  • 4760 aime ceci

#313
PJ156

PJ156
  • Members
  • 2 987 messages

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



#314
rjshae

rjshae
  • Members
  • 4 506 messages

Mmm, the grey base probably stands out because of the tinting on the walls. The original blends in a little better, so I should tint the grey stone as well. The imperfections are little things like the tiling effect on the masonry walls.



#315
kamal_

kamal_
  • Members
  • 5 259 messages

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
MokahTGS

MokahTGS
  • Members
  • 946 messages

http://www.sharecg.c...io/Cave-Octopus

 

This...please please please this.

 

http://www.sharecg.c...image_id=125631



#317
rjshae

rjshae
  • Members
  • 4 506 messages

Unfortunately it's a high poly model (65K faces) so it needs to be trimmed back quite a bit for use in NWN2.



#318
4760

4760
  • Members
  • 1 213 messages

Actually I converted it as it fits nicely my campaign settings:

 

901-1-1418375299.png

 

901-2-1418375299.png


  • kamal_ aime ceci

#319
rjshae

rjshae
  • Members
  • 4 506 messages

Well, okay. Saved me some work then. Thx. :)



#320
rjshae

rjshae
  • Members
  • 4 506 messages

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.

 

windmill_zps32ac01df.png



#321
4760

4760
  • Members
  • 1 213 messages
You're welcome.
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
Nagual_NWN

Nagual_NWN
  • Members
  • 70 messages

Question:Changing the windmill direction on x or y to inclinate(bow?) it will break the animation?

I had an unfinished windmill needing those wing not vertically.

 

206m.jpg



#323
4760

4760
  • Members
  • 1 213 messages

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
Nagual_NWN

Nagual_NWN
  • Members
  • 70 messages

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
kamal_

kamal_
  • Members
  • 5 259 messages

Actually I converted it as it fits nicely my campaign settings:

 

901-1-1418375299.png

 

 

I could see that in illithid cities.