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#676
kamal_

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A problem is that we don't actually have any round door openings in the original models. (Yes there is the aforementioned Hobbit house and a couple of tilesets). We'd still need some placeable door openings to go with them.

I'd personally only hoped to use with the Dark Ruins tileset, which has the aztec one that rolls to the side in the way I'd want for that tileset.



#677
rjshae

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I'd personally only hoped to use with the Dark Ruins tileset, which has the aztec one that rolls to the side in the way I'd want for that tileset.

 

There's a problem with that door in that the center doesn't align with the edge of the tile. That causes it to be not selectable from one side. But it might work okay with a placeable if you put the door hookpoint at the right location.



#678
Kanis-Greataxe

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@ 4760 I wasn't sure if 3ds max 6 worked for it or not I knew 7 and 8 did.



#679
Dann-J

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A problem is that we don't actually have any round door openings in the original models. (Yes there is the aforementioned Hobbit house and a couple of tilesets). We'd still need some placeable door openings to go with them.

 

I've scaled the song portal placeable to make it into a circle, by either reducing it along the Z axis or enlarging it along the X axis. The spherical portal VFX fit nicely into them once they've been encirclified, and a collision ball enables you to interact with the portal.



#680
kamal_

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There's a problem with that door in that the center doesn't align with the edge of the tile. That causes it to be not selectable from one side. But it might work okay with a placeable if you put the door hookpoint at the right location.

If that's the case, can the door be fixed?



#681
rjshae

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If that's the case, can the door be fixed?

 

If the door position is shifted, it may be that the animation would need to be redone. But I don't really know.



#682
Hellfire_RWS

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I will re animate it if needed



#683
rjshae

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Here's a collection of Morrowind placeable-type meshes that have licenses suitable for porting to NWN2:

Any of these strike your fancy? Some of them look like they'd be worth the effort. I'm not sure about the poly count though.


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#684
kamal_

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Here's a collection of Morrowind placeable-type meshes that have licenses suitable for porting to NWN2:

Any of these strike your fancy? Some of them look like they'd be worth the effort. I'm not sure about the poly count though.

Containers looks to be the most useful as we don't have such a variety of them now. Sleds is also something we don't have at all, but obviously only for snowy areas. The "fountain" like center piece of the wayshrine looks like it could be useful if separated from the rest of the roman architecture, you could do the columns and the stone ring at the top of the shrine as separate pieces.


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#685
kamal_

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RWS Dark Mines could use a lot of the standard tiles like 3 corners, 4 corners, 2 walls etc. Things are pretty good from a pit perspective, but need the standard floor tiles. As it is you have to build around the tileset as the tiles have the stone arched pillars that don't match regular mines, so you can't make a Dark Mines version of a Standard Mines map.



#686
XbiT

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Here's a collection of Morrowind placeable-type meshes that have licenses suitable for porting to NWN2:

Any of these strike your fancy? Some of them look like they'd be worth the effort. I'm not sure about the poly count though.

 

I would use the carts and sign posts from the Daggerfall meshes, the lanterns are also nice, containers, both furniture sets unless there is a good representation of all rural or wooden furniture that is already done that I'm not aware of. The tent frames are nice but the tent texture would need to be changed. I'm also looking for ruins clutter and the urns would place nicely. The Imperial shrine is nice. Basically anything that is a depart from the art direction of the standard game is good and it lends well to creating different cultures or time diverse looks.


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#687
Kanis-Greataxe

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I like the Imperial Grates, The lumber Mill, and the Smithing set (although the lumber mill and smithing sets could both use some work). the rest are also good with some maybe needing a little work



#688
rjshae

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It looks like this is the latest development Blender plug-in for Nif files. They don't have an "official" release. (There's a released version that supposedly works with a really old release of Blender.)



#689
Kanis-Greataxe

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There is also one for 3DS Max but I know you don't have that. What are you needing converted for blender?



#690
rjshae

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There is also one for 3DS Max but I know you don't have that. What are you needing converted for blender?

 

At the moment I'm just exploring to see if it is a feasible pathway. They may end up being too high poly, but perhaps they can be trimmed back.



#691
Kanis-Greataxe

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Once I get done redoing my main work computer I can take a look at them in 3ds max if you wish. If things go right it should be Wednesday or Thursday.



#692
rjshae

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Once I get done redoing my main work computer I can take a look at them in 3ds max if you wish. If things go right it should be Wednesday or Thursday.

 

Sure, that'd be great. Thanks.



#693
rjshae

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I wonder if this verminous beastie would be readily portable to NWN2?

 

Roach, game ready and animated

 

It could be a good fit for a sewer tileset.



#694
Dann-J

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I wonder if this verminous beastie would be readily portable to NWN2?

 

Roach, game ready and animated

 

It could be a good fit for a sewer tileset.

 

I've cloned and retextured the clockroach to create the giant cockroach from the Underdark supplement. It's cloned as a new armour variant of the clockroach, so no 2DA edits are required to use it. If anyone's interested I can add it to my Reskinned Creature Models page on the Nexus.


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#695
rjshae

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I'm curious. Can we get a screen shot? :)



#696
Dann-J

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I'm curious. Can we get a screen shot? :)

 

I've uploaded the giant cockroach to the Nexus and Vault sites. He's fully tintable, and requires no 2DA edits to use (if you already have Storm of Zehir).

 

http://www.nexusmods...nter2/mods/920/

http://neverwinterva...e-model-reskins

 

920-0-1443658768.jpg


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#697
rjshae

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It does look pretty creepy. Not something you'd want to find scurrying around your kitchen.



#698
Dann-J

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It does look pretty creepy. Not something you'd want to find scurrying around your kitchen.

 

Especially not the giant variety from the Underdark (3.5) supplement. They're six feet long and exude a ghast-like stench. The blueprint I included in the ZIP file is for an 8HD beastie.


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#699
kamal_

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I know there's the gorilla reskin for the uthraki. With some reskinning it could also be a bar-lgura. The bar-lgura has more exposed skin, a more demonic head (maybe ogre/ogre mage-ish), and massive arms. I suppose the original model arms would be ok. All, the pictures I've found of them from 3e and newer show them with the bracelets, so those could be part of the base texture.

 

It's not something I need for myself, I was just looking at demons and seeing what could be done with a reskin of an existing nwn2 creature. The bar-lgura is basically a demonic gorilla.

 

6cd26e2bd0f2a73b3854f64fbc10f21f.jpg



#700
rjshae

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Many of these tabletop models would make really nice placeables. It would be a lot of work getting that level of detail though.

 

http://www.tabletop-world.com/


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