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City-State Project


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#126
rjshae

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An experiment in stained walls using VFX billboards.

 

NWN2_SS_080914_175302_zps2272f137.jpg

 

Unfortunately the texture is displaying much too lightly for my taste, despite darkening it considerably. There doesn't appear to be any way to control the interaction with the area lighting. But at least I found a boatload of source material (on CG Textures under the Decals section).

 

Ed.: There, that's better. I applied a 25% transparency and it now blends much better with the wall background, as compared to the (removed) original image. Just right for the dilapidated mansion...



#127
rjshae

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And now combined with damaged wall SEFs that use normal maps:

 

damaged_wall_zpsba3c2b8e.png

 

I have to say I'm liking the look. :)


  • Calister68, IAmDeathComeForThee, Kanis-Greataxe et 1 autre aiment ceci

#128
IAmDeathComeForThee

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Impressive!



#129
Kanis-Greataxe

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Very nice



#130
PJ156

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Re the models they are useful additions, thank you. Is there any chance of the weapon rack without the spears? Or are those placeables any way?

 

Re the vfx's, they look exactly like I imagined they would and they are very good indeed.

 

Does the vfx have a texture or does it call a texture as a model might? Is there any chance you could do a short bullet point instruction on the steps you took to that?

 

PJ



#131
rjshae

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Thanks guys. :)

 

I could make the weapon rack without the spears, but... what use would it be?

 

The brick effects start off with a flat, square surface model with a vanilla texture--just a couple of faces really. The effect file then lays on a skin, like the stoneskin spell, consisting of the diffuse and normal textures. (I make both DDS files using gimp.) You can use the same thing over and over just by replacing the two textures and modifying a few effect file entries. It rotates, so it's just a matter of lining it up snug with the wall like a painting. Here's a sample: sample.7z. Copy away...


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#132
PJ156

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I could make the weapon rack without the spears, but... what use would it be?

 

 

 

We could use the placeable weapons to suit out needs :) I would be great to have an empty wr knocking around. right now we only have the stone looking one.

 

PJ


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#133
rjshae

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Okay I published a set of decals. That should be sufficient for my needs at the moment, but of course many more can be created. I hope you find them useful. :)


  • IAmDeathComeForThee aime ceci

#134
Tchos

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Brings much-needed new life to those boring walls.



#135
PJ156

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These are going to be useful RJS thank you for sharing :).

 

The hak could also contain your vertical dirt shadow effects did you put them in by any chance?

 

PJ

 

[Edit] I cannot see the stone decal in the tools. The rest appear okay?



#136
rjshae

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These are going to be useful RJS thank you for sharing :).

 

The hak could also contain your vertical dirt shadow effects did you put them in by any chance?

 

PJ

 

[Edit] I cannot see the stone decal in the tools. The rest appear okay?

 

I can add in the vertical dirt shadows.

 

By the stone decal, do you mean the Stone Symbols effect? It should be under Decals >> Floor.

 

Ed.: Okay I merged in the vertical dirt shadows and added four floor gradients.


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#137
PJ156

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The model and blueprint is there but it does not show up in the toolset?

 

PJ



#138
rjshae

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I'm not sure why it isn't working for you--I'll do a check once I get home.



#139
rjshae

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I couldn't find any reason why it wouldn't be working for you. All the required files are in the hak and the two sef are referencing the correct dds and model. It's odd. How about your Special Effect behavior field? Is it set to 'fx_dcl_symbol1_model'?



#140
PJ156

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I've not changed anything. I will look again. Perhaps it is some numptyness on my part.

 

PJ



#141
rjshae

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A collection of containers of various shapes and sizes...

 

NWN2_SS_082614_175421_zps11e94f9e.jpg

 

...and at the bottom right: you break it, you buy it. :P

 

 

The collection of models has now passed 125, which marks the 1/4 point toward my goal. Whew!


  • kamal_, 4760 et DarkPaladin aiment ceci

#142
PJ156

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When can we play with them ... I would really like to now please :D

 

Installment releases are all the rage now you know.

 

The variety of shapes is great and I think the stone ware looks awesome. That unicorn though has a lot of uses outside of pretty things. Does it scale up?

 

Broken stuff is a real boon, out dry and dusty, looted rooms will be that little bit better for it.

 

PJ



#143
rjshae

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The creature pot is a nice piece. It's probably not going to scale up too nicely though 'cause I shrank the texture files by half. I'll try scaling up that piece and keeping the original texture file.

 

Yes, I wish I could find more sets of damaged goods. Most modellers seem to like to make pristine examples, rather than the grungy day to day objects. I do have a need for some old, dilapidated furniture (arm chairs, mattress, &c), but it looks like I'll need to build those.

 

I can post an unfinished set later this week for those who want to use them (so that they are available in case I get hit by a bus), but I'm not planning on publishing it until the lot is complete. :)


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#144
PJ156

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I'm interested :)

 

I won't add them to the cornucopia till you put the set up though.

 

PJ



#145
Happycrow

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Some of those pots are going to turn into BEAUTIFUL architectural features once scaled up.



#146
rjshae

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Okay, here's a copy of the current content:

 

city-state_0.1a.7z

 

Use them for whatever you like, but please note the permissions in the CREDITS.txt file. I'll try to stick with the current placeables.2da row assignments for the final release.



#147
rjshae

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Here's an experiment in porting one of the better-looking NWN ship models (from the nice ship pack by Symmetric):

 

ship01_zps5d6eb76b.jpg

 

It needs a wheel though. What do you think?


  • Calister68, PJ156, kamal_ et 2 autres aiment ceci

#148
PJ156

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It would make a very nice addition indeed.

 

PJ



#149
4760

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Is it walkable? Can the hatch on the deck be opened? And I agree, it'll look better with a wheel.



#150
rjshae

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It would make a very nice addition indeed.

 

Yes, it fits the size range between the cargo ship and the fishing boats, so I think it can fill a niche pretty nicely. I think it's a Caravel.

 

Is it walkable? Can the hatch on the deck be opened? And I agree, it'll look better with a wheel.

 

As a matter of fact, I'm working on the walk mesh (and the collision meshes) right now. Unfortunately no, the cargo hatch won't be animated. But there will be a door so you can move to the lower decks. I need to add a little tinting as well.

 

:)