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Buttons & Levers (For Floors and Walls)


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#26
4760

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Yes, at for the test I made them useable, but I've also prepared a script for a trigger to activate the pressure plates when you walk upon them.  ;) Which means the placeable will not be highlighted if you press W or hover upon it with the mouse, but it will still trigger the trap...

I also need to make at least one for each tileset (the problem being I have to recreate each animation as the model needs to be referenced - and each different texture needs a different model).

 

Conversation from NWN1 to NWN2 going well, unfortunately the placeables names are like plc_a03b.mdl or tnp_mkt_001b.mdl, so I've got to open each one of them to see what they look like. But I should be able to release a first package in a few days; probably not complete, but working.


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#27
Lance Botelle

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<SNIP> But I should be able to release a first package in a few days; probably not complete, but working.


Hi 4760,

At least we can start working them into the modules, even if just templates until you have completed.

Lance.

#28
Tiberius_Morguhn

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Conversation from NWN1 to NWN2 going well, unfortunately the placeables names are like plc_a03b.mdl or tnp_mkt_001b.mdl, so I've got to open each one of them to see what they look like. But I should be able to release a first package in a few days; probably not complete, but working.

 

You can open the placeables.2da file and search for the text you want to match up with the model name.  Glad these are working for you in NWN2.


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#29
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Yes, I filtered the list with the placeables.2da, I've now converted the mdl to mdb. Except the textures files are .dds "without the magic number". So I can look at them with nwnexplorer, but they're not recognised by max. In other words, at the moment I can't use anything in NWN2: the statues I used come from "NWN1 statues" by thegeorge (http://nwvault.ign.c...l.Detail&id=337), not from your pack.

 

Well, I guess I'll have to convert the dds so I can use them in NWN2 (unless you've got an tga or other version?)

 

By the way, is it OK to use some of your work?



#30
Rolo Kipp

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<exploring... >

If you pull up the DDS in Explorer, you can export it as TGA. That's what I do whenever I want to customize textures :-P Simple and quick, but no batch operations :-\

Edit: if you have those TGA's in the folder with the extracted mdl, nwmax will apply them when you import the model into max, no other mapping necessary.

<... options>

#31
4760

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Actually, I could only export them as TGA from the hak (I thought nwn explorer could also export as tga from the dds file). Good thing the mapping is kept, but it's still time consuming when some models have many parts. Plus I'll also have to make normal textures so the new placeable shows in NWN2.

 

Edit: just reread your message; I'll try again with nwmax with the tga files in the same folder as the mdl this time. Thanks for the info.



#32
Rolo Kipp

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<looking...>

 

When you look at the DDS in NWExplorer you don't have this option?

Export_TGA.png

 

Edit: Or you mean you can't use *Explorer* (as in MS Windows Explorer) for the export... my bad :-P I assumed NWExplorer (plus, actually) but wrote "Explorer" :-P

 

Sorry.

 

Edit 2: And I generally pull the textures from the texture packs, when possible, as they are usually much higher rez :-P Estelindis put together a TGA version of them here. You might just grab them all for reference later, though one of TM's value added services is vastly improving the default textures of just about everything he touches :-P

 

<...twice>


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#33
rjshae

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<looking...>

 

When you look at the DDS in NWExplorer you don't have this option?

Export_TGA.png

 

Edit: Or you mean you can't use *Explorer* (as in MS Windows Explorer) for the export... my bad :-P I assumed NWExplorer (plus, actually) but wrote "Explorer" :-P

 

Sorry

 

<...twice>

 

That works for me.



#34
4760

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Hi 4760,

At least we can start working them into the modules, even if just templates until you have completed.

Lance.

I missed that one... OK, I'll prepare the package. I'm only working on the standard appearance and placeable 2da files, so for sure whatever I'll send will conflict with whatever you probably have.



#35
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That works for me.

Same for me, just don't forget to use version 1.1 and not 1.6!

 

 

Thanks for the link Rolo, I'll have a look right away (but I finally solved the dds error).


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#36
Lance Botelle

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I missed that one... OK, I'll prepare the package. I'm only working on the standard appearance and placeable 2da files, so for sure whatever I'll send will conflict with whatever you probably have.


Hi 4760,

I am normally fairly confident when handling 2da and any potential conflicts. :) So, no worries there.

No rush though ... ready when you are.

Cheers,
Lance.

#37
4760

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OK then, I'll add a few buttons and levers from NWN (had to power up the old computer to grab the missing textures from NWN 1.68, but I've got everything now. Just need to create the animations, but I'm quicker every time!)


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#38
Tchos

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Well, I guess I'll have to convert the dds so I can use them in NWN2 (unless you've got an tga or other version?)

 

One question -- why do you need them as TGA if they're available as DDS?  DDS is a good format for NWN2 files.



#39
rjshae

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One question -- why do you need them as TGA if they're available as DDS?  DDS is a good format for NWN2 files.

 

Unfortunately, DDS in NWN is a custom format, rather than the normal DDS. It has something to do with the file header, apparently. I have to convert them to TGA then to standard DDS.



#40
Tchos

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Ah, understood.



#41
4760

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Yep, exactly what rjshae said.



#42
Rolo Kipp

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<exhuming...>

 

The directx DDS format wasn't quite set in stone when Bioware set their's in stone, which means the header is incomplete (specifically, I believe, the full range of compression options hadn't been finalized, so Bw made their own truncated version. Unfortunately, the old forum post I'm looking for seems to have been swallowed up in time :-/ Here's a snippet of it, though... 

 

This custom "standard" is one of the banes of my little existance :-P

 

<...a post-mortem>



#43
4760

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And here we go!

 

901-1-1399044508.jpg

 

901-2-1399044508.jpg

 

These two new useable placeables (from tno, NWN) and all the previous ones can be downloaded from here (https://www.dropbox.... et boutons.rar). Just in case, I also added some instructions (https://www.dropbox.... placeables.txt).

 

Be warned, this is only for testing purposes at this time. More to come soon!  ;)


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#44
rjshae

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Please could you make sure the MDB parts have cast shadows turned on? Thank you. :)

 

Sorry if you are already doing this... I can't tell from the screenies since you have shadowing turned off.



#45
4760

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Which ones? I just checked, and all have their shadow on the ground.


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#46
rjshae

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Great! Thank you. :)



#47
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In the meantime, I added a trapdoor:

901-1-1399054507.jpg

 

901-2-1399054507.jpg  901-3-1399054507.jpg

 

Let's say the mechanics are done for the moment, and let's get the textures from the standard tilesets so pressure plates can fit where required. Same for the buttons: let's make one or two less apparent, like loose bricks in a well.


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#48
Morbane

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all this stuff is wicked cool :D



#49
rjshae

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The default floor texture for Standard Interior tiles does include trapdoors, so you could use that section for the texture if you wanted it to fit seamlessly. *shrug* But you knew that already.



#50
Lance Botelle

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Hi 4760,

 

Excellent!

 

I am downloading and testing stuff now. :)

 

I look forward too all the content of this nature you can add.

 

Lance.