That house still looks way too clean and geometric to be run down. The geometry is cleaner than some brand new house I've seen. Try making the front roof beam sag down on one corner, put a hole in the window, break off or make crooked the beams around some of the windows. That will do it. And some dirt stains as it looks surgically clean right now.
City-State Project
#426
Posté 12 avril 2015 - 03:51
#427
Posté 12 avril 2015 - 09:08
Having a non-rundown version of the house without holes and dings would be nice too. I really like it, it could be used as a manor house for a rich noble or something like that.
#428
Posté 12 avril 2015 - 09:18
Yes, I'm interested in a new version as well. Adding run down look version would be fine, but a new version for town use would be better.
#429
Posté 12 avril 2015 - 09:36
Well the decals would be easy enough to remove, but there's damaged chimneys, steps, overhangs, and railing parts so it would take a bit of work. Maybe later. Thanks. ![]()
#430
Posté 14 avril 2015 - 05:26
I've pretty much explored the city state set now. You kept your tinder dry on some items which was a few nice surprises.
Thanks for the work RJS, I for one, much appreciate having all this new content.
PJ
- rjshae aime ceci
#431
Posté 21 avril 2015 - 02:56
Now that I almost, sort of half-way know what I'm doing, I noticed a problem with the gate set I built for the Dwarf Hold release; namely, that some smoothing groups were causing inappropriate dark shading up around the eaves. I've revised the models to address this issue and I inserted them in minor updates for the Dwarf Hold and CSP1 releases. (If you're not using those particular models, then you shouldn't need to update.)
Anyway, I'm taking a little break from this project so I can work on some other stuff. Thanks for all of your comments and encouragement. ![]()
#433
Posté 10 mai 2015 - 01:42
Rugs could use bottom texturing (rug 7 notably) to serve as fabric shades hung between buildings as well.
#434
Posté 10 mai 2015 - 10:39
I've used a resized tent (Tent Small 1) as an awning. A bit of tweaking of the model and it could be a proper awning (removing the tent spikes for instance).
I've done something similar with the wooden lean-to model. It makes a great veranda above the front door of cottages, and I've used two of them and some scaled-up fence posts to make a free-standing wooden structure that players can walk under.
- kamal_ aime ceci
#435
Posté 16 mai 2015 - 06:26
Here's a slightly modified version of the lean-to with the suggested modifications: plc_cs_awning01
...and here is the hanging rug #7 with the underside texture: plc_cs_hanging01 . I gave it a slight catenary curve.
- PJ156 aime ceci
#436
Posté 12 juillet 2015 - 05:26
I performed a little experiment and found that the backpacks by Mister British do indeed make pretty nice little placeables, once I added LoD parts.

I wonder if there are some other item models that would make decent placeables (besides those by kivinen)?
- PJ156 aime ceci
#437
Posté 12 juillet 2015 - 07:00
That bed is perfect, thank you RJS.
The backpacks look very nice, I wonder if there are pieces of armour that could be used in this way? That's the only thing I can think of.
PJ
#438
Posté 12 juillet 2015 - 07:19
Here's a slightly modified version of the lean-to with the suggested modifications: plc_cs_awning01
...and here is the hanging rug #7 with the underside texture: plc_cs_hanging01 . I gave it a slight catenary curve.
I missed this, I will have to try.
#439
Posté 13 juillet 2015 - 12:48
I performed a little experiment and found that the backpacks by Mister British do indeed make pretty nice little placeables, once I added LoD parts.
*snip*
I wonder if there are some other item models that would make decent placeables (besides those by kivinen)?
I'd like to see staffs and wands as well. More placeables is always a good thing.
#440
Posté 13 juillet 2015 - 01:13
I make quite a few pseudo-placeables using visual effects. They work fine as long as you don't want to rotate or scale the existing game models.
Even then there are workarounds. I've created visual effects for boots and helms lying about on the ground by giving the VFX a skeleton, snapping the model in the VFX to a specific skeleton node (like the head or the feet), and giving the VFX a non-looping prone animation. It's as if an invisible person has sprawled onto the ground, positioning the model according to the body part you snapped it to.

- PJ156 et rjshae aiment ceci
#441
Posté 31 juillet 2015 - 02:05

- GCoyote, PJ156 et kamal_ aiment ceci
#442
Posté 11 août 2015 - 03:15
Would it be worth the effort of converting the Everfire Forge Rural Pack into horizontal placeables? I.e. for items that can be picked up and wielded by a character. Or has that been sufficiently covered by Kivinen's set?
#443
Posté 11 août 2015 - 05:11
Peasant weapons would be cool. Useful form ambiance and if wielded by a peasant npc.
PJ
#444
Posté 11 août 2015 - 05:42
Peasant weapons would be cool. Useful for ambience and if wielded by a peasant NPC.
PJ
This pitchfork doesn't look too bad:
http://neverwinterva...ant-weapon-pack
There's also the Weird Clubs pack:
http://neverwinterva...lubs-5-pack-hak
I've also corrected the rake model (which had the tines facing the wrong direction):
http://www.nexusmods...nter2/mods/173/
SoZ introduced a board with a nail in it (club), a bottle (club when unbroken, dagger when broken), and a spade (quarterstaff). Plus a heap of primitive wooden clubs that look home-made.
- PJ156 et rjshae aiment ceci
#445
Posté 16 août 2015 - 12:41
A few more ported models, from left to right: table, bar table (3 parts), a pair of cots, stack of flyers, cheese wheel/bread/sausage, game wheel, chalk board, stools, mug, chair, and skull column.

- PJ156 aime ceci
#446
Posté 16 août 2015 - 06:38
More new toys, though I think we have enough cheese wheels now ![]()
Calister might be able to use that sausage too.
Thanks for continuing the project RJS new models are always welcome. I am becoming more firmly of of the opinion that a usage based set of utp's will be more benefit than my current set organized by content creator.
PJ
#447
Posté 16 août 2015 - 06:40
Thanks for continuing the project RJS new models are always welcome. I am becoming more firmly of of the opinion that a usage based set of utp's will be more benefit than my current set organized by content creator.
Yes, organizing by usage typically makes it easier to find suitable placeables. At least for me. I just put the credits in the comment fields.
- GCoyote aime ceci
#448
Posté 29 août 2015 - 03:38
A little more decor. Here's a couple of pillars (that I scaled down since they're big), some stone steps, a war banner, table, pouch, and a pile of tombstones. I wasn't sure how well the banner would turn out since it's intended for the Open Dungeon project, but I think it looks all right. Now I need to find some more dungeony stuff...

- PJ156 aime ceci
#449
Posté 29 août 2015 - 07:29
I like all of those models but the tombstones most of all at the moment. Nice touch for a graveyard.
PJ
#450
Posté 30 septembre 2015 - 03:06
A little more clutter for the collection...

While I'm at it, for those who don't go there much I'll mention that I posted a wider version of RWS' hanging bridge on the vault:

and a texture refinement for the NWN Statues by thegeorges.
- PJ156, Kanis-Greataxe et Nagual123 aiment ceci





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