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City-State Project


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#201
rjshae

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I want to build a sea port town using primarily half-timbered architecture, but I haven't delved into the BCK sets in any great detail so I don't know if it covers that style yet.

 

Q. Does anybody think the modular parts in Daniel74's blend set could be useful for this purpose? Or would it be redundant?

 

I've also been looking at Zwerkules' very nice Medieval City set, but it's turning out to be a boat-load of work to try and remap those onto a single texture file. (The city walls are working out very nicely though.) :)


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#202
MokahTGS

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I want to build a sea port town using primarily half-timbered architecture, but I haven't delved into the BCK sets in any great detail so I don't know if it covers that style yet.

 

Q. Does anybody think the modular parts in Daniel74's blend set could be useful for this purpose? Or would it be redundant?

 

I've also been looking at Zwerkules' very nice Medieval City set, but it's turning out to be a boat-load of work to try and remap those onto a single texture file. (The city walls are working out very nicely though.) :)

 

Seaport town?  Like this?

 

vx_docks6.jpg

 

vx_docks5.jpg

 

vx_docks3.jpg

 

vx_docks1.jpg



#203
kamal_

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Or this http://neverwinterva...a/allyndns-city

It was Pros in Path of Evil.



#204
rjshae

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Yes, I've seen those thanks.  :)  What I'm seeking is the half-timbered architectural style. Somewhat like the rural buildings but more urban in style. There's one model like that I know of for NWN2:

 

1196347744fullres.jpg



#205
Dann-J

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That would be the Tudor architectural style.


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#206
rjshae

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This was (for me) an interesting experiment. I installed SketchUp, found a tower model in the 3D Warehouse and loaded it into the tool [left], exported it as a Collada mode (.dae), then imported it into Blender [center and right]. Took just a few minutes.

 

tower_zps73160929.png

 

It's 6650 faces all told. Needs some work in terms of texture consolidation and face reduction, but it seems quite workable.


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#207
PJ156

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That's a nice looking tower.

 

There's two Tudor houses, I think the one you have pictured is the simpler model competition one and there is a more complete set. Both by Simbolic i think?

 

You posted a set yourself not so long back which were okay. they looked quite blocky though like the ones in the builder sets you link in your post. I have traveled this path in the past and I will dig out some of the gold i found this weekend. In the meantime have you considered this:

 

http://www.cgtrader....gs-sample-model

 

http://tf3dm.com/3d-...tore-92927.html

 

PJ



#208
rjshae

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Yes, they are both very nice. The problem is that the licenses appear unsuitable for us to use. Unfortunately, that's true of a lot of nice models out there, especially on the tf3d site (although I believe 4760 has obtained permission to port Baychaser's works to NWN2).

 

There are quite a few free timber framed house models out there and some of them look pretty good. I'm probably going to start working on buildings once I get the first set of models published, so I'll try downloading a bunch and see which ones will work the best. (Mostly I'm looking for relatively low poly models with an uneven, hand-crafted look.)

 

Meanwhile, here's a potter's wheel. It's ported from a 3d Warehouse model, but I'm finding those require a lot of cleanup because they often use boolean operations on the intersections. (The pot is a separate placeable.)

 

potters_wheel_zpsc056d971.png

 

And now I see I have some normals that need fixing... :blush:


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#209
4760

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(although I believe 4760 has obtained permission to port Baychaser's works to NWN2).

That's absolutely right!

This model isn't ported yet, but I'll add it to the priority list. When do you need it?



#210
rjshae

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Thanks. For me at least there's no hurry; I don't have a particular time frame set yet. Maybe I'll try to finish the port town over the next year. It'll be a base of operations locale, but probably 20 buildings tops. :)



#211
PJ156

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Meanwhile, here's a potter's wheel. It's ported from a 3d Warehouse model, but I'm finding those require a lot of cleanup because they often use boolean operations on the intersections. (The pot is a separate placeable.)

 

I am very much looking forward to that being available.

 

PJ



#212
4760

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Thanks. For me at least there's no hurry; I don't have a particular time frame set yet. Maybe I'll try to finish the port town over the next year. It'll be a base of operations locale, but probably 20 buildings tops. :)

Exactly the number of buildings I'm porting to NWN2 (I believe all but two are Baychaser's work).

I still need to add the door attachment points, fine tune the texture/UV map, add the C2/C3 boxes, add the walkmesh... Well, it's not ready, but here's how it looks like at the moment:

 

901-1-1411852557.jpg


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#213
PJ156

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I've got a little tear in my eye.

 

Tis a thing of beauty to be sure.

 

PJ



#214
rjshae

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Exactly the number of buildings I'm porting to NWN2 (I believe all but two are Baychaser's work).

I still need to add the door attachment points, fine tune the texture/UV map, add the C2/C3 boxes, add the walkmesh... Well, it's not ready, but here's how it looks like at the moment:

 

901-1-1411852557.jpg

 

It's looking good for certain. Might I ask though if you could look into making the tiled roof tintable? The orange-brown hue looks a little too Mediterranean to me, so I'd like to be able to try it with more of a slate hue tinged with moss. (If not, I could always switch out the texture.)



#215
rjshae

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The first set is now available:

Please give it a try and let me know if you encounter any issues. Thank you.


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#216
PJ156

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This set enters my list of must haves for modding. Thank you RJS.

 

By the way, you asked above if the Daniel74 set would be useful. I think very much so.

 

PJ



#217
kamal_

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So many goodies. It almost makes me want to go add more non quest flavor areas to Crimmor, fishmongers and stuff.



#218
rjshae

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I'm still looking for the right texture for those fish nets, alas.

 

By the way, you asked above if the Daniel74 set would be useful. I think very much so.

 

Okay. I'll need to try an experiment with one of them to see if it has the requisite quality--it's hard to tell from the pic. (But I definitely want to change that blue hue on the windows.)



#219
PJ156

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That would be cool.

 

I have pm'd you on the release. I think there may be some models missing.

 

As a general question overwrote six lines on the cornucopia 2da which brought them to my attention as I do not have models for them. They are a hangover from skull hak I guess.

 

13501 SKULL_SHROOM_01 **** 0 0 SKULL_SHROOM_01

13502 SKULL_SHROOM_02 **** 0 0 SKULL_SHROOM_02

13503 SKULL_SHROOM_03 **** 0 0 SKULL_SHROOM_03

13504 SKULL_SECTRAPW **** 0 0 PLC_DT_SECTRAPW

13505 SKULL_SECTRAPS **** 0 0 PLC_DT_SECTRAPS

13506 SKULL_SECTRAPDS **** 0 0 PLC_DT_SECTRAPDS

13507 SKULL_SECDOORW **** 0 0 PLC_DT_SECDOORW

13508 SKULL_SECDOORS **** 0 0 PLC_DT_SECDOORS

13509 SKULL_SECDOORDS **** 0 0 PLC_DT_SECDOORDS

 

Does any one recognise these models. Now I know the exist I can hunt them down and move them for the next update.

 

PJ



#220
rjshae

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I pulled the medieval house model from the Daniel74 set. It's pretty nice, but it has the same issue as Zwerkules' Medieval City set: namely, the model uses a bunch of separate texture files and the individual parts can wrap around the sides of those textures multiple times. I.e. they don't map neatly to the bounds of the separate textures. In contrast, the NWN2 building models are each carefully mapped to a single texture file, limiting the number of draw calls required. I can get the model converted, but it'll take a lot of fussy remapping of the parts to a single, merged texture file. Ah well...



#221
PJ156

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Darn these builders, why did they not think of us when they did this stuff.

 

PJ


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#222
rjshae

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Okay, I've converted one of models from the Daniel74 medieval building set. To me it looks pretty decent, and I think it should fit right in. The sides and roof are tintable. I replaced those blue tinted windows with ones from the rural house set, although maybe those are a little too dark. I should probably give those steps a little sag.

 

NWN2_SS_100414_124151_zpsaa8932d3.jpg



#223
PJ156

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Yup, that'll about do it :)

 

It looks close to the textures that BTH used on his houses project so the two should fit together nicely.

 

PJ



#224
Eguintir Eligard

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I have been absentee since I had to move out and work out of town for a month. But can I still work on this or is it done already?

 

The goat statue

 

also wanna try that big blue and grey multi stage building I liked.



#225
Eguintir Eligard

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Unfortunately after immediate inspection, this model was already mashed up horribly by some kind of modifier. There were no edge loops in sight so all I could do was a combo of a different modifier, and a lot of manual updates (well about an hour).

 

There is good news and bad.

 

Bad news is this will never be useable as a small ambient.

 

Goodish news, it is at about 12k, so could be used as a building type object, where you are allowed to have more polys if its big enough to take up 2 tiles.

 

If you think the remaining version is good enough to still use that is. The flaws tend to show up more depending on the texture used.

 

See: this goat statue sample.

 

If you think it is good enough, I can manually fix up the errors on the marble texture (like the smeared part on the front right upper arm).

I just didn't want to keep going if it's going to be declined. But at the end of the day, it will be 12-13k.