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#1
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Good news!

I finally got confirmation that the buildings I was hoping to use in my campaign (farms, bridge, city houses, towers and manor, see some pictures here) are free for use for NWN2!

 

My question:

Your medieval houses and buildings models look really great, and after converting a few of them I find them nicely fitting in Neverwinter Nights 2. Would the "personal use" license allow making them available to the NWN2 community (as part of a game mod)?

 

The reply:

Yes you can use them in game mode with no problems. Have fun

 

So I'll now convert all the others and prepare another placeables pack!



#2
Tchos

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Do the textures have mipmaps?  The screenshots look a bit jaggy, though that could be the fault of the resolution of the toolset.



#3
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No, I was just checking how it'd look like, so I didn't make any mipmap.



#4
rjshae

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You got permission from Baychaser? That's excellent! His work on medieval buildings is quite good and I look forward to seeing what you turn out.



#5
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Exactly!



#6
rjshae

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Unfortunately there's a fair amount of variation in style; several look quite authentic while a few are almost on the cartoonish side. His work looks like it evolved over time.



#7
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He he he, I noticed, and left the cartoonish part aside.



#8
Happycrow

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Not even vaguely medieval -- but REALLY nice.  Seeing those in-game would totally (not) break my heart.   B)



#9
kamal_

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Unfortunately there's a fair amount of variation in style; several look quite authentic while a few are almost on the cartoonish side. His work looks like it evolved over time.

A gnome might like the cartoony one.



#10
FaerzressSparkles

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A gnome might like the cartoony one.

 

Gnomes are in the game for one reason, to be kicked.



#11
kamal_

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Gnomes are in the game for one reason, to be kicked.

Kvas disagrees.



#12
Dann-J

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Gnomes are in the game for one reason, to be kicked.

 

And eaten. They're like popcorn chicken to a troll.



#13
Happycrow

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Some gnomes *like* to be eaten. I've seen their notebooks -- reduce person, acid resistance, write a spelunking guide.



#14
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I decided to take a break from the animation, and started to seriously look at the walkmeshes in placeables. I must say I'm quite happy of the results I got so far.

 

I succeeded in placing two bridges in alignment (joining each other of course) and the bake showed a continuous pathway from one side to the other:

901-1-1405018958.jpg

 

Remember the fortress?

You can now have soldiers (almost) everywhere:

901-2-1405018958.jpg

 

901-3-1405018959.jpg

 

901-4-1405018959.jpg

 

901-5-1405018959.jpg

 

901-1-1405019059.jpg


  • Jezla et kamal_ aiment ceci

#15
rjshae

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901-4-1405018959.jpg

 

 

In the shot above, the texture mapping under the stairs looks a little messed up, and there may be some reversed normals. (I'll bet those are the backs of the stair risers I'm seeing...)

 

It looks like the walkable surface is missing the Protected Texture flag setting because I don't see the glowy circle under the character. But I guess you're not using Exploration mode, so that's probably why.

 

Nice overall though. :)  Thanks.



#16
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In the shot above, the texture mapping under the stairs looks a little messed up, and there may be some reversed normals. (I'll bet those are the backs of the stair risers I'm seeing...)

Yes, I noticed that after I posted the screenshot.

 

It looks like the walkable surface is missing the Protected Texture flag setting because I don't see the glowy circle under the character. But I guess you're not using Exploration mode, so that's probably why.

True, I finally got used to playing with character mode, so I never tried the other ones.



#17
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I don't know if walkable ladders exist, so I made one:

901-1-1405083832.jpg

 

The reason is I wanted to be able to enter the tower from the basement: first, find the trapdoor on the ceiling:

901-2-1405083833.jpg

 

Then, climb up to the first floor:

901-3-1405083833.jpg

 

Unfortunately this didn't work, I suspect the ladder walkmesh is overriden by the tower's. But it almost worked! I'm quite sure the pair trapdoor + ladder would be useable in interior areas (the tower is a placeable).


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#18
Happycrow

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Still need that :WILD APPLAUSE: button.  =)



#19
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:D I got it working!!!

Since walkmeshes aren't dynamic, if any access to the first floor is required, it has to be done during the module creation, so I made the corresponding walkmesh in the tower. The tricky part was to place the trapdoor and the ladder (although I suppose I could include the ladder in the tower model, but for the trapdoor, with the animations, and to allow the change of textures, I'll probably leave it as a separate model).

Anyway, here we go:

 

901-1-1405107052.jpg

 

I'm wondering... Would it be possible to go one floor higher? After all, I've got winding stairs and a platform at the top. ;)


  • kamal_, TheOneBlackRider et andysks aiment ceci

#20
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It will take time to finish the walkmesh of the castle and of the tower, so I uploaded the ladder and the bridge placeables both on the new vault and on nexus.


  • rjshae aime ceci

#21
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I'm wondering... Would it be possible to go one floor higher? After all, I've got winding stairs and a platform at the top. ;)

It can be done:

901-1-1405206628.jpg

 

Adaur was able to enter the tower by the basement, climb the ladder to reach the platform, and follow the winding stairs up to the first floor. But without character mode active, it will not work (you won't see what happens inside the tower in exploration or strategy modes), and as you can see on the very first picture, the walkmesh blocks almost all the basement area, so it looks wide but a lot of boulder/crates/junk has to be put in the middle to explain why only the passage along the walls is possible.

 

It was fun though, it could still be useable during cutscenes or to give NPC some waypoints to go to. As far as module building is concerned, I'd rather keep the first version (where the basement is free except where the ladder stands, which leads upstairs. At this point, a door leading to an interior area would probably be the way to go. Calister68, rjshae, don't you feel like making new tiles?  ;) Please? Does RWS Deep Halls Anniversary Edition have a winding stair along a wall? But even if it's the case, is the wall in question curved?)


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#22
rjshae

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There's some tiles for round rooms around somewhere--I think they were intended for towers. Those could have what you're looking for.



#23
Kanis-Greataxe

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I think the tiles you are talking about rjshae are the rws tower rooms tiles



#24
Tchos

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You can also build your own round rooms out of placeable building blocks, like this:

 


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#25
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Thanks!