I just spent ages hand crafting some screens like that for Soar. Should have just waited ![]()
Is that a dino turd tucked in there?
PJ
I just spent ages hand crafting some screens like that for Soar. Should have just waited ![]()
Is that a dino turd tucked in there?
PJ
If there's ever a "volume 2"; to me there is a shortage of placeables for use for tribal settings. Stuff that goblins, orcs, barbarians, monster races, and such might be using. Less refined stuff could help with city-state slums and such as well.
Yes I agree it would be good to have more tribal primitive placeables. There is a wig-wam in my to-do list, as well as a Malay Hut and a bamboo hut. Not sure when I'll get to them. I've seen some others but they didn't look like a good fit: too cartoonish.
As for whether there will be a "volume 2": there's 156 models in this set, so it's getting close to the more than 180 in the first volume. I want to finish up the tudor set and then it should be just about ready.
Sorry, I didn't check for the door. My bad, it's fixed now.
However, I tested the pod before, and it was good. I found out nevertheless that the Exploration and Strategy modes (which I never use) had issues with the model.
So I added an invisible floor (the cap was the only fixed part, so I took it as the reference for the animations. But it's behind the door, hence the display issues), so the reference point is at the center of the model and not behind it.
Note though that since it's a floor, you'll need to aim at the base of the doors to highlight them.
Anyway, here's the final version.
Sorry, I don't think I pulled your final version. Might I bother you to make it available again?
When I try the placeable in game my character walks right through it, even with dynamic collisions set.
PJ, you didn't reply to me in between our conversations when I asked you if you wanted my prefabs. I have quite some screens like that but with stock placeables, made out of curtains. In any case, I also spent hours when I wanted them, and can't wait to use this ready one when I need one again.
I also can find so many uses for that cage. Same goes here as above. Created my own, but this will come in handy.
And what kamal says is quite true. We are being spoiled with great CC like this and the witcher, and even though many of these things can be used in slum areas, more would be nice if a v.2 comes out
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Sorry, I don't think I pulled your final version. Might I bother you to make it available again?
When I try the placeable in game my character walks right through it, even with dynamic collisions set.
I just tested, and it worked as expected (with the dynamic collisions).
Here's the final version (I take it you've got the 2da already).
Okay thanks. It looks good... although I'm not quite sure how to use it for housing an Illithid. The mind player I place inside gets booted out when I'm in the game. Plus it won't stay open. Ah well.
Let me make the C3 collision box fit more with the geometry of the doors, that could be the reason for the Illithid pushed out of the pod.
I'm not sure about the "it won't stay open" part. When I tested it, it was closed, and remained that way until the PC opened it, but then it stayed open until I clicked on it again to close it.
Thanks. In that case it might be one of my blueprint settings; when I click on it, the door opens and an inventory window appears.
Which means you set it as a container (capacity > 0).
As you can see below, when the line "has an inventory?" is set to False, it stays open:


The bad news is that even with a reworked C3 collision mesh, there's no guarantee the creature you'll put inside will stay in place: it also depends on its own COLS collision spheres.
Both Illithids are at the exact center of the rest pod, the one on the left is at 70% of normal size. There might be a spot where the Illithid at 100% of its normal size would fit, but it will be a real PITA to find it I'm afraid.
Anyway, the new version is at the same place as before.
Thank you, 4760. Well, if all else fails the builder can spawn a mind flayer when the pod opens.
I just posted an update to the first CSP volume that has 27 reworked models with added LoD parts. Phew, that was a lot of work for no appreciable visual benefit. But hopefully performance will be improved. Many of the rest already have LoD parts (where it made sense to do so).
For the second volume I've been adding LoD parts as I go.
Now that the other burning projects are wrapped up, I can focus my energies on getting the second volume of CSP complete. That means wrapping up the tudor set and maybe adding a few more sea wall parts. Here's the TBCK at about the 3/4 mark:

Visible here are three chimneys, three doors, various windows, four balconies, ten building blocks, two of the four stairs, and sundry extension parts for adding variety.
Here's a couple of shots of my nearly completed "abandoned manor house". I built it from scratch... and think it worked out pretty well. It's a mix of tudor and victorian styles so not exactly historically accurate, but suitable for the task I have in mind. Hope you like it.

flipping a....now I have to redo part of a city...maybe the whole thing...
Here's a couple of shots of my nearly completed "abandoned manor house". I built it from scratch... and think it worked out pretty well. It's a mix of tudor and victorian styles so not exactly historically accurate, but suitable for the task I have in mind. Hope you like it.
Nice - although it looks awfully well maintained for an 'abandoned' building. Maybe it has a resident brownie, as per the Silent Manse? ![]()
Yes, it hasn't been abandoned all that long; perhaps a decade or so. There's some telling details, but you have to be a little closer. Some of the chimneys are damaged, as is the plaster and railings in places. A few of the windows have also been knocked out. But I suppose it wouldn't hurt to add more plaster damage. I considered adding a couple of holes to the roof as well. Plus I want it to be a little overgrown in the final setting.
I suppose you could achieve this with vfx using different textures: normal wear, 10 years abandoned, etc. Even holes could be added with transparency on.
Yes, that's how I added the damaged plaster, by using a one-bit transparent decal texture; it works pretty nice I think, and it adds variety to the appearance. But I had no luck though trying to find a suitably damaged roof texture that was seamless bur didn't look repetitive. I'll probably end up using the same trick to add the "holes".
It's much better as it is. Far more flexible as a model. Replaceable items and plants will make it look abandoned/run down. As it is it will serve equally well as a house in use. It's a very nice model, I look forward to putting it into an area.
PJ
Something I've learned from this model: if you build it out of many separate parts (for texturing purposes), it can result in camera issues as your character approaches the building. Once the final merge into a (mostly) single mesh is complete though, it works like a charm.
It's much better as it is. Far more flexible as a model. Replaceable items and plants will make it look abandoned/run down. As it is it will serve equally well as a house in use. It's a very nice model, I look forward to putting it into an area.
The model is pretty large at 21,000+ polys and uses larger than normal texture files (2048x2048), so I'm not sure it would work well in a crowded area. I built it for a stand-alone area as the primary feature. Anyway, the LoD is complete now so it's finished. Hopefully the dilapidated state is more evident.

It is, I'm going to use it for Honour Lestry's house in soul cages Part I when this gets released.
PJ
Give us a quest to help her with that roof
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Hah, while I'm all for keeping the quests grounded I am at a loss to come up with a 16th level quest to fix a roof.
PJ
You must defend the house's roof against a wizard who has just turned level 17 and can cast 9th level spells, who is practicing casting Meteor Swarm around that house every day.