I've got a few in progress too (mostly houses at the moment, which need textures and therefore don't appear in game).
I made some progress on the textures, here's the first farm:

I've got a few in progress too (mostly houses at the moment, which need textures and therefore don't appear in game).
I made some progress on the textures, here's the first farm:

Some progress on a fortress (what a prowess!
)

Close-up with Bevil, for scaling purposes:


Still a work in progress obviously (some parts need to be re-located, and the UV map is far from being done yet).
These look great!
Are these done in blender?
PJ
No, they're done in 3ds max.
Thanks,
What's the walkmesh like on that castle. Can the battlements be walked round?
Makes me want to break out blender again ![]()
PJ
Can the battlements be walked round?
Not yet, but that's what I'm working on.
Note that making the entire battlement walkable will then preclude entering through the main gateway.
I don't know about building from scratch in a model but making a loop of meshes has never worked for me. The two ends will not bake together, having a gap over the gate would solve this other wise you need two areas.
PJ
Pretty much all the various rocks/boulders etc. in five texture variations. Not shown in this picture are the rock face placeables. Since each set gets there texture from a few files, if you don't want a given texture you can change the texture for each variant set by changing a few files.

A closer view of the sandstone textured objects.

If you want to see closeups of the five textures, there are pictures of the rock faces here: http://forum.bioware...ers/?p=16767570
Oooof, that is a lot of work Kamal_ well done on that.
I need to do an update on the cornucopia once you have a body of stuff to release.
PJ
Arid/Adobe buildings. The purple on the Thayan towers is from a self illumination map I added to the models. You can change the color or remove it by editing the self illumination texture. The map follows some details on the base textures. The missing bit on the wizards tower in the lower left is a camera issue. Buildings that had wood roofs had their roof texture switched to a baked clay type tile texture that would be more appropriate as a desert type building material. All building surfaces are tintable. Combine these, the adobe castle/city walls/stone walls and RWS Adobe set and you should have enough for a themed city.

Tintmap picture and closeups so you can see the textures
https://dl.dropboxus...rid_1_tints.jpg
https://dl.dropboxus...nity/arid_2.jpg
https://dl.dropboxus...nity/arid_3.jpg
https://dl.dropboxus...nity/arid_4.jpg
https://dl.dropboxus...nity/arid_5.jpg
https://dl.dropboxus...nity/arid_6.jpg
An an added bonus making these taught me a lot about using layers in paint.net. I was able to preserve design work (see the curly detailing in arid_5 image) by layering the original textures over the replacement base texture.
All my placeable work in this thread has been sent to pj156 so he can test and include in his cornucopia.
Indeed I have it and will ad it with the other content I have amassed next week (though not in the same volume).
PJ
Turns out the at least some of the themed housing sets use one a single texture map for the entire set, just like the stone walls do for example. Set up the models and make a single texture map and an entire set of buildings is done all at once.
Merchant Row Housing:

That's VERY good to know, both for set-making and for module-specific alteration. Thanks, Kamal.
Having one texture for all the houses in a set has proven to be quite handy for me. I created huts with stone walls by overriding a single texture and it altered all the house placeables in that particular set, so the entire village had matching architecture.
It could be a disadvantage if you only wanted to change one particular house model in a set though. Then you'd have to clone that specific model and add it to placeables.2DA.
I think you should do that anyway Dann so as not to confuse things further down the line.
All this new stuff is making me rethink the way I use these items again though. I am leaning towards a campaign Hak with one off stuff appearing in the module folder rather than one bloated hak. Hopefully the cornucopia and Kamal_'s tile pack give flexibility but I am wondering the best way for the cornucopia to give more. My latest mod has a 400 k compressed Hak and I am not happy about that.
Not giving up on a single rug though ![]()
PJ
Turns out the at least some of the themed housing sets use one a single texture map for the entire set, just like the stone walls do for example. Set up the models and make a single texture map and an entire set of buildings is done all at once.
These house have a crappy tint map though, probable because they are trying to be generic across the set. Did you alter that?
PJ
All this new stuff is making me rethink the way I use these items again though. I am leaning towards a campaign Hak with one off stuff appearing in the module folder rather than one bloated hak. Hopefully the cornucopia and Kamal_'s tile pack give flexibility but I am wondering the best way for the cornucopia to give more. My latest mod has a 400 k compressed Hak and I am not happy about that.
I think you must mean 400 Mb, not Kb, right? At any rate, even 400 Mb is smaller than the NWN1 CEP, but I personally am more inclined to pare things down and include only what I directly use.
Crappy tint maps are very common in the stock resources and in much custom content, especially since they're often unnecessarily jagged instead of antialiased. Unlike transparency maps, tint maps benefit from the full range of levels of strength influence.
I think you must mean 400 Mb, not Kb, right? At any rate, even 400 Mb is smaller than the NWN1 CEP, but I personally am more inclined to pare things down and include only what I directly use.
Of course you are right
I mean Mb
I have been lazy and include the whole package for each set so there is a lot of unused stuff in there, I intended to do better but I got lost in the building and not the book keeping.
I am of the mind that I will use the hak as a basis for my campaign but then some of the sets might grow? For instance, you never know when some more witcher items might come along
so it's a moving feast.
PJ
These house have a crappy tint map though, probable because they are trying to be generic across the set. Did you alter that?
PJ
Not yet. I generally do new tint maps because stock often do things like make the tintmaps emphasize stock textures.
Now that we've got a good selection of creature images to browse (over 130 so far), I've been inspired to try reskinning some of them.
http://www.nexusmods...nter2/mods/920/
It includes an old one I did years ago (the bonebat), as well as two 'new' ones; a flesh golem and a hyena.



Arid/Adobe "Dock Row" housing. Also do people prefer this roof texture? (it's the SoZ roof tiles lightened up):

Other buildings in the Docks Row set:
https://dl.dropboxus...nity/arid_9.jpg
https://dl.dropboxus...ity/arid_10.jpg
https://dl.dropboxus...ity/arid_11.jpg
Now that we've got a good selection of creature images to browse (over 130 so far), I've been inspired to try reskinning some of them.
http://www.nexusmods...nter2/mods/920/
It includes an old one I did years ago (the bonebat), as well as two 'new' ones; a flesh golem and a hyena.
Probably a temporary issue, but when I went to download them I got a popup from the Nexus stating an error occured.
Probably a temporary issue, but when I went to download them I got a popup from the Nexus stating an error occured.
It seems to be working intermittantly at the moment. After a few tries I was able to download all three.