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Another set of animated placeables


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#26
Tchos

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Sure!

It's rescaled at 50% of the original size in the above picture, is it twice as huge normally?

 

Great!  As for the size, it's the standard size I've been using for all of the Witcher placeable conversions.  It seems to be the right size for the other placeables, such as tables, beds, etc., so I think they meant it to be large.



#27
kamal_

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Fortunately, we have the scale property.



#28
4760

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Yes, but once or twice I had to use values like 0,1;0,1;0,1 (but for custom contents only) to get the right size. It's not a big deal, except that each time you move the object the toolset sets it back to 1;1;1...



#29
Tchos

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I recall I had a problem with placeables resetting to 1, 1, 1 in the past, when I had a certain toolset plugin.  By default, it was set to use a common key as a command to reset the size.  I don't remember which plugin it was, but I believe I changed the key in the options and didn't need to uninstall it, to fix that problem.


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#30
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Thanks for the info! I'll check right away.



#31
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By the way, thanks to tiberius_morghun, I just found in my notes that some of the placeables I ported to NWN2 were from the "More TNO placeables" pack.



#32
PJ156

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Can they be converted to NWN2 in bulk or one at a time?

 

PJ



#33
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As far as I know, one at a time...



#34
rjshae

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I'd like to suggest that only some of those placeables are going to look good in NWN2. The NWN2 placeables tend to be more refined and higher poly models, whereas NWN models, especially the early ones, are somewhat simple and blocky. Perhaps I'm too picky, but I prefer to pick models that look nice next to the existing set.



#35
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I agree, and that's why so far I only converted a dragon skeleton, a mineshaft, a dragon hide and very few others.

 

Anyway, at the moment I'm struggling with the animations: if I use the x2_plc_used_opn script, the game runs it too fast (whatever the initial duration, it will last one second, no more, no less...) If I use the equivalent script for "activate" instead of "open", the animation runs perfectly, but for those that can be reverted (the sluice gate namely), the animation for going backwards doesn't play (I'm quite sure it's an NWN2 bug, the levers were already behaving that way).

 

Well, as I can't fight what I'm afraid is a hard-coded issue, I'll make all the animation fit in a one second timeframe... Sorry for the delay before releasing the new set.


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#36
rjshae

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Anyway, at the moment I'm struggling with the animations: if I use the x2_plc_used_opn script, the game runs it too fast (whatever the initial duration, it will last one second, no more, no less...) If I use the equivalent script for "activate" instead of "open", the animation runs perfectly, but for those that can be reverted (the sluice gate namely), the animation for going backwards doesn't play (I'm quite sure it's an NWN2 bug, the levers were already behaving that way).

 

Well, as I can't fight what I'm afraid is a hard-coded issue, I'll make all the animation fit in a one second timeframe... Sorry for the delay before releasing the new set.

 

Well that's unfortunate, but it's probably not going to be too immersion breaking since it's just a small range of motion.

 

I tried converting one of the placeables from the TNO set--the rope coil on the table:

 

NWN2_SS_070614_104223_zps17cd3b1e.jpg

 

It's not bad really, at least compared to the existing rope coil. Perhaps a little too dark along the rope edges, but it would work I think. Probably it's just a matter of going through the set and looking for models that will convert nicely.



#37
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maybe I'll add some basket or bucket to have a manuel elevator to go down a shaft .

 

Done! This placeable can now also be used as a door...

 

901-1-1404765482.jpg

 

901-2-1404765482.jpg

 

901-3-1404765482.jpg


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#38
rjshae

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I wonder how well just the crane (without the well) would work with some of Calister68's floor pit tiles?

 

850-3-1384730916.jpg



#39
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I suppose it should work as well:

 

901-1-1404804477.jpg

 

(I used the dungeon tileset, I couldn't find the one you posted in any tileset, and a search in the toolset placeables with "mine" in the name or the tag didn't give any better result... Unless there was an update since I downloaded it last year?)


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#40
Calister68

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This pit hole is not in a tileset, it's in a pack combining different tiles variants and placeables (follow rj's link on the nexus). ^_^



#41
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Thanks Calister68, I did follow the link and I'm quite sure I'm already using that pack!  :)

After having tried all the tiles variations, I decided to search all placeables with "mine" in the name or tag or resref. Guess what? It was named "hole_01"!

 

It looks nice too with it!

 

Without the wall:

901-1-1404811438.jpg

 

And with the wall:

901-2-1404811438.jpg

 

To "remove" the wall, just lower the placeable...


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#42
Tchos

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To "remove" the wall, just lower the placeable...

 

That buries the device with the rope partially into the ground.



#43
Calister68

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That buries the device with the rope partially into the ground.

 

There seems to be a black bottom in the well, is it possible to remove it ?



#44
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That buries the device with the rope partially into the ground.

Yes, I'm considering a multi-part system now.

 

There seems to be a black bottom in the well, is it possible to remove it ?

Absolutely, I've been thinking about it too.



#45
rjshae

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This will be great for a 'descent into the bowels of the Earth' quest. Thanks! :) An ascending cage might be useful as well for the bottom of the hole, although we could always just use a dangling rope.



#46
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Something I need to remember for the next animations! I need to make some more tests, but so far I found that

PlayAnimation(PLACEABLE_ACTIVATE) -> plays the IDLE animation, then launches PLC_TURNON once, and stops.


PlayAnimation(PLACEABLE_OPEN) -> plays the IDLE animation, then loops OPENIDLE.

This means that for most placeables, there is not difference between ACTIVATE and OPEN, but I found at least one case where it matters: for a disk, rotating around its axis, for one full turn: in this case, IDLE and OPENIDLE are exactly at the same position, and TURNON not playing means nothing happens!



#47
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The package for those interested to test is here. It's only for the override at this time, but at least the blueprints (which can be found under 02 - Accessories[...]\Utilisable in the toolset) are included, along with placeables.2da (only lines 12964 to 12971 and 12973, from 12880 to 12930 the data concern the levers, floors and buttons package, and from 12931 to 12963 the information is for other placeables I'm working on).

 

By the way, I split the crane in two parts: the wall and the black bottom (see below) are now called "mineshaft_wall" and can be added if needed.

 

901-1-1404899391.jpg

 

For information:

- "use" the placeables to run/stop the animation;

- the gate sluice and the mineshaft system use the "x2_plc_used_opn" script, which runs the opening animation in one second only (which makes it run very fast for the crane. To play it at the right speed, use "x2_plc_used_act" instead, but in that case using it again will make the cage drop immediately).

- if you want to prevent the characters from passing through them, make them static, bake the area, then useable again.

 

I intend to release this set next Saturday or Sunday if no problems are detected before then.


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#48
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The package is now available on the new vault.

 

I'll upload it on nexus when their maintenance is over.


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#49
rjshae

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That's pretty nice. Thank you. Is there an .erf file I can import for the placeable/door definitions? I had to set them up manually.



#50
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You mean the blueprints were not included? Anyway, here's the erf.