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17 réponses à ce sujet

#1
andysks

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First of all, this might not be going in a CC section if it already exists and I haven't seen it. But I often find myself wanting to build some kind of boardwalk on the side of a mountain (for example), and there's not much to go with. The stock balconies could work, but they all have handrails and steps and it looks weird. Anyway, this is what I am looking for from DA:Inquisition

 

http://guides.gamepr...d/536370219.jpg

 

Or RWS dark mines

 

http://neverwinterva...9499fullres.jpg

 

Anyone know something I don't :)? Does such a placeables exist, or should I post my request to the CC requests thread ?

 

edit: in the minute 14:21 it is quite clear what I ask for.

 



#2
rjshae

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No I haven't seen a set of placeables like that. Making them isn't hard, and they can always be extracted from the tileset. The problem would lie in trying to get the walkmesh to work, much as with the dock set. It would be easier, for example, to make a large single placeable than to try and link a bunch of separate walkway pieces together.



#3
kamal_

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You could use the plank placeables for some jammed into a crack for support walking. There is also a "painters scaffolding" of planks with supporting posts. I used the latter for providing a way up to the roof of an estate in Crimmor. You do have to put in walkmesh helpers with those though.

#4
andysks

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A large single placeable should be fine I think. When we face walkmesh problems it may be better to "compromise" and use a single big one, instead of getting a headache by connecting small ones. Even if it means less variation. Or maybe if we could have 5 different sizes/types.



#5
liorbil

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Like this? http://neverwinterva...tairs-and-paths



#6
Tchos

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If the elevation remains constant, you can put together as many twisting pathways as you like, all as environmental objects, and just cover the whole set with one large walkmesh helper, cutting out the parts that you don't want to be walkable, and not worry about matching up edges.



#7
andysks

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Actually seeing your post reminded me of such situations :). But I think for creating a very big area with such things, a placeable walkway is the way to go so that the builder is not kept back by the hill as well.

 

Tchos, we all had an occasional walkmesh nightmare, and I think the system you describe is the best. I don't mind the mesh, really not. I'll make it work one way or another. The model is what I search :).



#8
rjshae

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It's a bit tedious, but another (albeit similar) approach is to create a custom walkmesh helper for the area. There are two advantages to that: it allows you to have all sorts of elevation changes to your walkable path, and the walkmesh only interacts with the parts of the area where you need it. The drawback is that it can take several hours to build the walkmesh because of all the customized fitting it requires.



#9
kamal_

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It's a bit tedious, but another (albeit similar) approach is to create a custom walkmesh helper for the area. There are two advantages to that: it allows you to have all sorts of elevation changes to your walkable path, and the walkmesh only interacts with the parts of the area where you need it. The drawback is that it can take several hours to build the walkmesh because of all the customized fitting it requires.

It might be less tedious to use the method of making the walkmesh differ from the terrain by using a walkmesh from a different version of the area. It would certainly take less time.


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#10
Tchos

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I don't mind the mesh, really not. I'll make it work one way or another. The model is what I search :).

 

I think the best bet then is to open up the RWS Dark Mines tileset and copy the scaffolding models out of it, whether in one big piece or in straights, curves, and rises.



#11
andysks

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I guess this is something I could even do  :blush: ? If yes, what would I need?



#12
rjshae

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I guess this is something I could even do  :blush: ? If yes, what would I need?

 

You'll need some 3D modelling software, like 3DS Max or Blender, plus a plugin to import/export mdb files. After you've figured out how to use it, you'll then need to go through the steps needed to convert a tile part into a placeable. For the most part that just means stripping off the parts of the tile model you don't need. But you will also need to adjust the walkmesh to just cover the planks, then set up the collision meshes to just cover the walkway.



#13
Tchos

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Gmax (free) and Tazpn's import/export plugin for the MDB format is what I use.  Yes, you could do it too, though it would probably take a while to learn to navigate the software.



#14
rjshae

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I think the best bet then is to open up the RWS Dark Mines tileset and copy the scaffolding models out of it, whether in one big piece or in straights, curves, and rises.

 

Thus far I've extracted five of these as a test. There look to be at least two different styles in the tileset. (Maybe more; I haven't looked at them all yet.) The main issue is that the walkways lack a surface on their underside. This can be fixed by either copying the top surface and moving it down then flipping the normal vector, or adding new surfaces and then UV mapping. It's not difficult, just tedious. The walkmeshes need a bit of trimming down since they have a higher poly count than is needed. I'm also removing the rail tracks to allow more flexibility. Hopefully I'll be able to do some more, but other things are keeping me busy at the moment. :)

 

boardwalk_zpstqjx941w.jpg


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#15
rjshae

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As requested, I've posted a set of boardwalk placeables extracted from the RWS Dark Mines tileset here. Is it everything you hoped for? I don't know, but there they are. :)

 

nwn2ss100415091126.jpg



#16
kamal_

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Thus far I've extracted five of these as a test. There look to be at least two different styles in the tileset. (Maybe more; I haven't looked at them all yet.) The main issue is that the walkways lack a surface on their underside. This can be fixed by either copying the top surface and moving it down then flipping the normal vector, or adding new surfaces and then UV mapping. It's not difficult, just tedious. The walkmeshes need a bit of trimming down since they have a higher poly count than is needed. I'm also removing the rail tracks to allow more flexibility. Hopefully I'll be able to do some more, but other things are keeping me busy at the moment. :)

 

boardwalk_zpstqjx941w.jpg

Would it be easy to break off the better built piece at the right side of this placeable? It looks like it could be used for a bridge, especially if the legs of the bridge are going down into the ground in that pic (we could make bridges high up). We could line some of them up to make a long bridge, and use a pallet or something to make a junction to change the direction between bridge pieces to allow us to make x or t shaped bridges or something. Not something I need for myself, just asking.



#17
rjshae

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Would it be easy to break off the better built piece at the right side of this placeable? It looks like it could be used for a bridge, especially if the legs of the bridge are going down into the ground in that pic (we could make bridges high up). We could line some of them up to make a long bridge, and use a pallet or something to make a junction to change the direction between bridge pieces to allow us to make x or t shaped bridges or something. Not something I need for myself, just asking.

 

Yes. That's actually three matching parts of different lengths that I joined together for a baking test. (The stubby one on the right was for a broken bridge tile.)

 

nwn2ss100415095141.jpg


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#18
kamal_

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Nice, I could see those also being used as platforms inside defensive walls.