Finally, I succeeded in having the visual effects move with the buttons! ![]()
All I've got to do right now is to prepare the textures to apply on the buttons. Thanks for the tip rjshae, it's better that way!
Finally, I succeeded in having the visual effects move with the buttons! ![]()
All I've got to do right now is to prepare the textures to apply on the buttons. Thanks for the tip rjshae, it's better that way!
Finally, I succeeded in having the visual effects move with the buttons!
All I've got to do right now is to prepare the textures to apply on the buttons. Thanks for the tip rjshae, it's better that way!
Here's what I could make:
Deactivated Activated

Trying not to apply a new texture, but just using normal and glow textures to make a "carving", but as you can see it's not very visible at this time.
Trying not to apply a new texture, but just using normal and glow textures to make a "carving", but as you can see it's not very visible at this time.
With a clean normal map, it's better-looking!


Let's clean the various files and we're ready for the final (?) version.
It is freaking cool what you're doing there.
One minor thing that shows up is the texture scales are a little mismatched in places. The sides of some of your buttons are lower res than the faces. But it's a minor nit. You probably don't even need particularly high res. textures.
Thanks, but your door texturing and adobe tileset are not bad either... Even better than that: awesome!
There's lots of good working being done by the community here; modders, scripters, and module builders. It's heartening to see. ![]()
Very much looking forward to this ... ![]()
Cheers,
Lance.
Sorry to keep you all waiting, I found that the final version of the button crashes the toolset. I believe I found why, I'm correcting the mdb (for sure, it comes from there) and will finalize the package when ready. It's already late where I am, so it's highly likely it won't be before tomorrow.
Edit:
Problem fixed. Doing one last verification, so it should be OK for tomorrow.
Sorry to keep you all waiting, I found that the final version of the button crashes the toolset. I believe I found why, I'm correcting the mdb (for sure, it comes from there) and will finalize the package when ready. It's already late where I am, so it's highly likely it won't be before tomorrow.
Edit:
Problem fixed. Doing one last verification, so it should be OK for tomorrow.
Problem fixed. Doing one last verification, so it should be OK for tomorrow.
Well, kind of... The blueprint still crashes the toolset, but using a template blueprint, then changing the appearance to the button, allows to get the new buttons with textures applied through special effects.
The other buttons I worked on (the ones for which the inscriptions didn't follow the displacement) still work correctly though.
So I guess I'll include the two versions. In the meantime, I'm creating the normal maps needed to have some inscriptions added on the buttons.
It took a while, but here's the first release candidate (still override version): https://www.dropbox....bles_TP_RC1.zip
Explanations and basic instructions are included.
Lance, be careful with the placeables.2da: I made many changes, and probably reused some rows that were no longer relevant or necessary.
Thanks for testing!
It took a while, but here's the first release candidate (still override version): https://www.dropbox....bles_TP_RC1.zip
Explanations and basic instructions are included.
Lance, be careful with the placeables.2da: I made many changes, and probably reused some rows that were no longer relevant or necessary.
Thanks for testing!
There are plc_gen_button_wall1 .... to .... plc_gen_button_wall4 (and round versions, which also has just a plc_rnd_button_wall as well as 1-4 suffix). But, it is not clear how these buttons differ, as there only appears to be three Buttons in the placeables.2da that apply (Square, round and frame).
1) Re above: What are the differences I should have noted with these button blueprints? (i.e. How many actually are there?)
The variants 1-4 only differ by the texture they use (see plc_gen_bouton.dds), but use the same base model. I left them for the moment, but will probably get rid of them in the final release (using a .sef file changing the diffuse and normal textures will allow to create as many different looking buttons as you wish, so why be limited to four only?)
You should however see all variants in the blueprints list:

2) What is the appearance type to associate with the plc_button_wall_sfx placeable? (It sometimes crashes my toolset when placed in toolset.)
It should be "Button,Wall(square)". And "Button,Wall(round)" should be for plc_rnd_button_wall (no number at the end).
3) Lit torch rotate right (and lit rotate left) crashed my toolset when setting up.
5) Torches (those that I could load without the crash) did not have any flames as per PDF.
Only these two? And not the "push" versions? Weird. Just to be sure: have you got MotB and SoZ installed?
For the flames, I corrected the blueprints. It's easy to fix from your side though: just add the visual effect fx_torchhand to the blueprint.
4a) Could not work out which appearance went with some statues and so tried doing a fresh module with your exact instructions to compare. Unfortunately, the blueprints are not set up correctly to help, even after ensuring placeables.2da had exact numbering as requested.
Weird... You should get the following:
I updated the blueprints (added more detailed description). Could also be some wrong reference in the 2da file, let me check.
6) The "letters" and "numbers" (celtic, etc) are very hard to see after being applied as SEFS. Were they meant to "glow" after being activated? If not, can they be made brighter? Bright white or yellow to start with?
Yes, either making the normal map less flat or adding a glow map to the .sef will do the trick. I didn't do it so you could start checking the package out. Ah, the busy life of a beta tester...
7) Not sure if I had all the correct statues with the correct blueprints (see above), but prayer man still appears a little "slow" and not "fluid" when breaking apart.
There's a variable (fDuration) included. Maybe try 2.0 or 2.5 to speed it up. Regarding the fluidity, I will need to have some intermediate frames then. But please tell me how it goes with the speed increased.
8) Axe that falls should disappear after a second or two to allow replacement with An axe placeable that converts to item on used.
Done!
And yes, the control lever is supposed to animate. I just discovered I left its blueprint at the original place (I changed it already).
I'll prepare a revision later today, after I had a look at the statues and torches issues.
Quote
8) Axe that falls should disappear after a second or two to allow replacement with An axe placeable that converts to item on used.
Done!
You will need Kivinen's Item Placeable (http://neverwinterva...item-placeables) for it to work properly (without it, it will still work, but instead of an axe you will see the usual loot bag...)
Anyway, here's what it looks like:







Regarding the torches, I don't have any issues... Has anyone else tried?
Hi 4760,
Looking good. ![]()
I will get back to you as soon as possible with some comments on previous post.
Cheers,
Lance.
The variants 1-4 only differ by the texture they use (see plc_gen_bouton.dds), but use the same base model. I left them for the moment, but will probably get rid of them in the final release (using a .sef file changing the diffuse and normal textures will allow to create as many different looking buttons as you wish, so why be limited to four only?)<SNIP>
Only these two? And not the "push" versions? Weird. Just to be sure: have you got MotB and SoZ installed?
For the flames, I corrected the blueprints. It's easy to fix from your side though: just add the visual effect fx_torchhand to the blueprint.
I updated the blueprints (added more detailed description). Could also be some wrong reference in the 2da file, let me check.
Yes, either making the normal map less flat or adding a glow map to the .sef will do the trick. I didn't do it so you could start checking the package out. Ah, the busy life of a beta tester...
There's a variable (fDuration) included. Maybe try 2.0 or 2.5 to speed it up. Regarding the fluidity, I will need to have some intermediate frames then. But please tell me how it goes with the speed increased.
And yes, the control lever is supposed to animate. I just discovered I left its blueprint at the original place (I changed it already).
I'll prepare a revision later today, after I had a look at the statues and torches issues.
Hi 4760,
I think the blueprint to object is definitely broken. I even tried redoing the placeables.2da so that the lines matched up with yours, and dropped your complete folders instead of the old versions and still items did not correctly set up.
I think it's more the placeables.2da file referencing wrong mdb rather. Anyway, I remade the animations and the mdb for the kneeling giant (since I had to improve the release of the axe anyway), so that's fixed now.
IMPORTANT: Your placeable.2da numbers could potentially clash with Kivinen's "reserved lines" for the Item Placeable placeables.2da. Is it possible to reconsider a different range of numbers to avoid the clash?
I need to check, I added my new content at the end of his 2da.
The buttons are the worst affected by the blueprint problem and so make it difficult to test.
I'll redo the blueprints then, it may be as simple as using correct versions in my test module but older versions in the override (as I explained in the readme, I'm not sure I'll release the sets of 4 buttons, so it's very likely I didn't update the blueprints).
Are you able to make them glow brighter then ... please.
Easily, it's just a matter of changing the normal map to be more bumpy, and adding a glow map to the .sef to highlight the carvings. It just takes time to do it!
Biggest concerns for now:-
1 ) Torches crashing toolset.
2 ) No flames on torches ... but I understand you have that fixed for the next pack.
3 ) Cannot see effects on buttons very clearly.
4 ) Statues confuse me a little at the moment.
5 ) Potential placeables.2da clash with Kivinen's Item Placeable pack.
1) I couldn't reproduce it (but that was the reason why I had to another model of button). What happens if you use a working blueprint, and then change the appearance?
2) Yes, it's fixed. I didn't initially add the fx_torchhand special effect, but since we have torches with flames and without, it makes sense to have the visual effect by default.
3) Just to make sure it's only a normal map issue: do you confirm the fx_runecarved_* .sef give clearer results?
4) Fixed.
5) I confirm Kivinen's placeables.2da ends at row 5986, and I added my new placeables starting at 5987. Do you mean it's better if I start at 6000?
Ouch! I need to add 8200 empty lines to get the next available spot (at 14200)? Well, for the tests I'll stay with the 6000 - 6040 range currently in use, I'll see for the final release what's left
(or what needs to be added
).
I wonder if it wouldn't make sense to post a placeables.2da template file somewhere that is padded out with blank entries well above and beyond the maximum reserved row? That way we can just patch the rows we need to update.
Lance,
Here's a cleaned package (sorry, means extra work for you too...) here: https://www.dropbox....aceables_TP.zip
With the fx_rune_t, fx_runecarved_t, fx_rune_g, fx_runecarved_g and 5 letters from fx_celtic and 5 letters from fx_hieroglyph added to the buttons after they have been positioned against the wall:

with light (above) and without (below).

I tried the torches with the updated 2da and blueprints, no crash at all.
I wonder if it wouldn't make sense to post a placeables.2da template file somewhere that is padded out with blank entries well above and beyond the maximum reserved row? That way we can just patch the rows we need to update.
I just had a look at PJ156's cornucopia's placeables.2da, and we're not at 23,500+ rows!
I guess I'll just use it as the said template for the public release...