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#1
rjshae

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I'm trying to track down the various available doors for NWN2 so that I have a wider range of choices. Here's what I have thus far:

  • Heed -- Tintable doors: 350, 381, 382, 387, 388
  • Tupoun -- Blackrock Castle: 451-452
  • Tupoun -- Sewers: 453-455
  • RWS -- RWS Towers: 466
  • Witness -- CryptPit: 501-502
  • Kurogo -- Fusuma Doors: 526-534
  • RWS -- RWS-CODI Sigil: 590-591
  • RWS -- Dark Ruins: 593
  • RWS -- Cave Entries: 596-600
  • Nytir -- BCK2: 601-605
  • RWS -- RWS All-in-one: 746, 750
  • 4760 -- Trap doors: 801-808
  • 4760 -- Tunnel doors: 811-814
  • 4760 -- Drow doors: 816, 824-826
  • 4760 -- Giant Tree: 832
  • 4760 -- Illithid door: 833
  • Tupoun -- City HAK: 1000-1007, 1009, 1012
  • Kallister -- Dungeon: 1521
  • Argyl -- 3 Drawbridges: no doortype.2da entries

These are the reserved ranges:

  •   453-456 -- Tupoun -- Tupoun Sewers (original range)
  •   466-500 -- RWS -- RWS Tilesets, Deep Halls, Sewers, Chasms, Dungeons etc...
  •   501-505 -- witness -- CryptPit
  •   510-549 -- Argyl -- Various doors
  •   550-600 -- RWS -- RWS Tilesets, Deep Halls, Sewers, Chasms, Dungeons etc...
  •   601-700 -- Nytir -- Building Construction Kit II
  •   701-800 -- Module Owners -- Individual Module and PW content ( Pain 701-703 are used by Tuopon City Hak )
  •   801-850 -- 4760 -- Trapdoors, drow tileset, lava tunnel tileset
  •  1000-1100 -- Tuopon -- CityHak (SoZ Version), Sewer Tileset, Blackrock Castle & House
  •  1500-1521 -- CODI-SIGIL -- Codi-Sigil from NWN1
  •  1520-1530 -- Calister68 -- Custom doors

I think I have most of them. Any suggestions for doors I might have missed? :)



#2
rjshae

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Has anybody ever made a tintable door? I'm just wondering if it is technically possible.



#3
Tchos

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Heed's Tint Pack


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#4
rjshae

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I'll give those a try. Thanks.

 

A few of the NWN doors here and here look like they would make nice additions. Not sure about the curtains though; they would probably need custom animations.

 

I wonder if one could create a passable door animation using the trick of repeatedly destroying and creating a 'door' placeable?



#5
Tchos

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I wonder if one could create a passable door animation using the trick of repeatedly destroying and creating a 'door' placeable?

 

I've considered the possibility I may need to try that someday.



#6
kamal_

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I've considered the possibility I may need to try that someday.

I've done animated placeables via quickly destroying/recreating. I believe I posted a demo video here at one point. It's not going to look good for a door, as it lags the game.

 

edit: found the demo video



#7
rjshae

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Interesting. However, many doors are pretty simple objects with just a few polys; they may work okay whereas a high poly object like the ship in your demo would have a more significant performance impact.



#8
kamal_

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Interesting. However, many doors are pretty simple objects with just a few polys; they may work okay whereas a high poly object like the ship in your demo would have a more significant performance impact.

I did it with some rocks as well. To get a smooth movement you have to do a lot of destruction/creation. I have a proof of concept module here that you are welcome to play around with: https://dl.dropboxus...ble_movement.7z

and https://dl.dropboxus...ble_movement.7z(not sure if these are the same thing, they are in different folders and have different dates on them. I haven't looked at the demo in some time.

 

Also I seem to remember you can't actually create doors, only placeables that look like doors.



#9
Tchos

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Also I seem to remember you can't actually create doors, only placeables that look like doors.

 

That would be the only reason to attempt to mimic a door animation with creating/destroying, as far as I know.  A real door already has such animation.



#10
rjshae

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I did it with some rocks as well. To get a smooth movement you have to do a lot of destruction/creation. I have a proof of concept module here that you are welcome to play around with: https://dl.dropboxus...ble_movement.7z

and https://dl.dropboxus...ble_movement.7z(not sure if these are the same thing, they are in different folders and have different dates on them. I haven't looked at the demo in some time.

 

What I'm wondering is whether it would only need about five or so destroy/create cycles to get a halfway decent animation of a rotating door. It only has to do a swing motion lasting less than a second, so a few may suffice.

 

Perhaps this approach might also work for a sliding curtain or a folding tent flap, if one had a separate model for each step in the cycle.



#11
kamal_

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What I'm wondering is whether it would only need about five or so destroy/create cycles to get a halfway decent animation of a rotating door. It only has to do a swing motion lasting less than a second, so a few may suffice.

 

Perhaps this approach might also work for a sliding curtain or a folding tent flap, if one had a separate model for each step in the cycle.

You're welcome to use any code in those demos. It was a proof of concept for myself initially based on M. Reider's falling icicles in Wizard's Apprentice 2. I don't think I ever used the code for anything beyond the proof of concept.



#12
rjshae

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The RWS Towers set has a doortypes.2da file with a PLC_DC_DHALL01 entry. Unfortunately I don't see it in the hak file.

 

Ed.: Ah, found it in the RWS all-in-one set.



#13
rjshae

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Does anybody use the OC DOors Repair Override pack? I'm wondering whether that is still relevant, or if the problems have long since been addressed.



#14
Tchos

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Yes, I use it, and yes, it's still needed, because the problems are otherwise still in the game.



#15
rjshae

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Yes, I use it, and yes, it's still needed, because the problems are otherwise still in the game.

 

Okay, thanks.



#16
Tchos

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I should clarify, that I don't know if all of the issues are still in the game, but I know at least the normal map issue on certain doors is there, which it fixes.



#17
PJ156

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I had a go at a doors pack here;

 

http://neverwinterva...placeable-doors

 

I'm not sure it's as comprehensive as your list and I will take it down if you do a better one. It's misleading calling it placeable doors ans they are not inanimate.

 

None the less I hope you do a better job than me, then I will use your set.

 

PJ



#18
rjshae

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I had a go at a doors pack here;

 

http://neverwinterva...placeable-doors

 

I'm not sure it's as comprehensive as your list and I will take it down if you do a better one. It's misleading calling it placeable doors ans they are not inanimate.

 

Oh, I thought that was a set of doors converted into non-animated placeables. It seems like there would be a use for a set like that as it would allow scaling of a static door.

 

Anyway, I am working on a full set, if only to get my own house in order for the module I'm making. It's about 80% complete.

 

Building that set did give me another idea--possibly taking the RWS Cave Entrances set and converting the models into matching openings for the Caves tileset. (Perhaps Callister's cave entries as well?) Some of the other doors could do with matching placeable doorways for use in various situations.



#19
Tchos

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Oh, I thought that was a set of doors converted into non-animated placeables. It seems like there would be a use for a set like that as it would allow scaling of a static door.

 

Are you thinking of Crystal Violet's placeable OC doors?



#20
rjshae

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Something like that yes, although PJs set is of non-OC doors.



#21
Tchos

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Well, all you have to do to make animated doors into placeable doors is to put references to the doors' models in the placeables.2da.  Nothing special needs to be done.



#22
PJ156

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My set is only a 2da, the doors themselves are in the cornucopia.

 

If you want the models I can pull them out?

 

PJ



#23
rjshae

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My set is only a 2da, the doors themselves are in the cornucopia.

 

If you want the models I can pull them out?

 

I think I'm good now, thanks.


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#24
rjshae

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Got a few doors:

 

fig01_zpsgrlscl6o.jpg

 

Unfortunately, some of them have their shadow setting disabled:

 

fig02_zpsierox1dm.jpg

 

One or two probably also need their timing tweaked a tad.


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#25
PJ156

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Good work Bob, I've updated my page to link to yours.

 

Mine was incomplete anyway and there's no point in having two projects up on the vault when your's is so much better stocked.

 

PJ