You mean the door on the rear, between the stairs? Anyway, with trapdoors the hatch can appear to open/close too.
City-State Project
#151
Posté 01 septembre 2014 - 04:39
#152
Posté 01 septembre 2014 - 05:09
You mean the door on the rear, between the stairs? Anyway, with trapdoors the hatch can appear to open/close too.
Yes. I do know the hatch could be animated, but I don't really think it's worth the effort even if I had the tools available. The characters already have an entry into the hull, so a working cargo hatch just wouldn't add that much (other than a little visual interest). If necessary it could be made into a placeable with the hatch doors open and a black rectangle in the middle.
At the moment I can't even get it to bake. It's like the model doesn't exist. Not sure what's wrong--I've got a walk mesh and both collision meshes. Maybe there's too many packets? Ack.
#153
Posté 01 septembre 2014 - 06:19
If you wish, I could have a look and see if I can find what's causing this. I know that too many vertices (or too close to each other) cause the baking to fail (white area around/over the model). If you try with a larger model (scale 1.5x or 2x for example), it should work.
If "the model doesn't exist" means there's no walkmesh after baking, maybe the vertices defining the limits are not green, or the walkmesh is too low (under the ground).
#154
Posté 01 septembre 2014 - 07:56
It's not really a 'baking' problem as such; the mesh doesn't even change following the bake. Normally I'd expect at least the collision boxes to leave a rectangular unwalkable area. Something's odd...
D'oh! Rookie mistake. Okay, it's working now, after I set it to static. *sigh*

The deck is fully walkable, parts of the hull are tintable, the door works, and there is a separate placeable to add tintable sails. (Plus I added a wheel--not visible above.) On to the next...
- kamal_ et Kanis-Greataxe aiment ceci
#156
Posté 02 septembre 2014 - 05:29
#157
Posté 02 septembre 2014 - 05:51
I should probably do a simple naval-style hammock as well.
Rws ship interiors already includes several naval hammocks as placeables with the pack. You may not wish to spend time on your own version.
- rjshae aime ceci
#158
Posté 02 septembre 2014 - 09:46
- Calister68, rjshae et Kanis-Greataxe aiment ceci
#159
Posté 02 septembre 2014 - 11:45
I hope that desk is bolted to the floor, otherwise it's going places when the sea gets rough. That potted plant would be toast too (unless it's glued to the bolted-down desk). Lanterns hanging from chains would probably be a better option than the candle stand as well.
I'd be expectin' things more ship-shape than that from a pirate queen, yar! ![]()
- GCoyote aime ceci
#161
Posté 03 septembre 2014 - 11:41
Ye don't be wantin' to poke 'round a pirate queen's "treasure chest" uninvited, lest ye be wantin' a hook fo' a hand. Argh!
- rjshae aime ceci
#162
Posté 04 septembre 2014 - 03:01
With a couple of projects now wrapped up, I had some free time this weekend to put out some more ports.
For your viewing amusement...
Some food props: garlic, cabbage, steak, bread, fish, melted candle, wooden eating utensils, two chairs, table, and a hanging pot. Q.: does the padded armchair look too modern? I'm hoping not.

More outdoor props (including weapon stand w/ no spears): boat, two barrels, two gravestones, two lamps, wheelbarrow, four planks, and a different wagon wheel. Mostly for the sake of variety.

and a lanteen-rigged caravel with separate sails placeable attached:

Argh, all aboard ye scurvy land lubbers....
#163
Posté 04 septembre 2014 - 03:32
That padded chair would be at home in any halfling burrow.
Although personally I'm not a fan of ridiculously huge jugs (anything bigger than a handful, you're risking a sprained thumb). You could drown a gnome in that bad boy.
#164
Posté 04 septembre 2014 - 05:41
"Who is more the fool; the man who sits idle in his old chair enjoying the sunshine, or the man who labours long for a fine new chair he might sit in someday?"
--a halfling in Gullykin (Baldur's Gate 1)
#165
Posté 04 septembre 2014 - 08:26
Awesome work! Any chance you could port a viking longboat ?
#166
Posté 04 septembre 2014 - 12:23
#167
Posté 04 septembre 2014 - 02:33
Awesome work! Any chance you could port a viking longboat ?
I'd like to. It's just a matter of finding a suitable model with texture. I've looked at few, but they didn't make the grade. There's a couple here that look pretty decent though:
http://www.sharecg.c...Viking-Longboat-- scratch this one: it's 'all rights reserved'.http://www.sharecg.c...D-Model/Drakkar-- nope, too many polys.
I'll have to see if I can get one of them into a useable form.
That padded chair would be at home in any halfling burrow.
Although personally I'm not a fan of ridiculously huge jugs (anything bigger than a handful, you're risking a sprained thumb). You could drown a gnome in that bad boy.
Okay, I'll shrink it a little.
#168
Posté 04 septembre 2014 - 05:49
Here are some common problems I've encountered while porting models to NWN2:
- The license proves unsuitable
- The model is in a format I can't import into Blender
- The format is suitable, but the model still won't import for some reason
- The model has built-in file path dependencies that cause repeated errors
- It's way too high a poly count (like 100,000+) for what the model delivers, and it won't decimate cleanly
- There's no texture file included, and texturing would take a lot of time ('cause I'm trying to be efficient)
- The ported model proves unsuitable for some reason
As a result I'm having around a 30-40% success rate. But I'm getting better at finding work-arounds and selecting more suitable models. ![]()
- PJ156 aime ceci
#169
Posté 04 septembre 2014 - 07:56
Those look great RJS.
I think the chair will be fine as will the jug, we can scale in the toolset.
I all these are excellent additions though.
PJ
#170
Posté 09 septembre 2014 - 07:15
The hak file is getting pretty chunky at 180 Mb now, so I think I'm going to post this in three separate volumes. I'll post the first when I reach around 160-170 models. Still have a ways to go though.
Does anybody know if somebody has made doorway placeables out of the standard tileset door openings? I was thinking I'd like to use one or two as a hidden area transition doors. (I.e. when somebody spots it, the doorway arch is created. Assuming I can script or blueprint or the door destination settings, that is.) But if this is already available then I won't bother.
- PJ156 aime ceci
#171
Posté 09 septembre 2014 - 07:26
#172
Posté 09 septembre 2014 - 08:58
Does anybody know if somebody has made doorway placeables out of the standard tileset door openings? I was thinking I'd like to use one or two as a hidden area transition doors. (I.e. when somebody spots it, the doorway arch is created. Assuming I can script or blueprint or the door destination settings, that is.) But if this is already available then I won't bother.
I believe no one has made such a thing available. I had looked for one in the past. I made do with wooden beam placeables, but if I were to do it now, I would chop the actual doorways out of the tiles and use those as you say.
#173
Posté 10 septembre 2014 - 12:17
The hak file is getting pretty chunky at 180 Mb now, so I think I'm going to post this in three separate volumes.
My arid pack was something like 200 megs compressed. As long as it's organized so people can take out the parts they don't want.
#174
Posté 11 septembre 2014 - 04:24
And the fleet is complete...

All fitted out to populate a harbor near you. Now I just need a cutter model...
- Calister68, kamal_ et Kanis-Greataxe aiment ceci
#175
Posté 11 septembre 2014 - 05:16
Oooooh shinies ....
Are they all under full sail?
Peter





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