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#76
kamal_

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Thanks. I've seen a few victorian placeables around, but the furniture tends to be high poly. I'll see if I can find some that would work. There's also a few gothic add-ons for NWN as well. I guess those would be good for Ravenloft-style campaigns.

Gothic would also work well for Planescape, gnomish, and elven (tinted to a light coloration).


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#77
Tchos

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Thanks. I've seen a few victorian placeables around, but the furniture tends to be high poly. I'll see if I can find some that would work. There's also a few gothic add-ons for NWN as well. I guess those would be good for Ravenloft-style campaigns.

 

Ravenloft is generally considered gothic horror, but I think Victorian architecture works with the setting just as well, personally.  Perhaps because Bram Stoker's Dracula was written in the Victorian era.

 

Speaking of which, did anyone here know of this Ravenloft game?  Iron and Blood: Warriors of Ravenloft.



#78
rjshae

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Here's the latest set. The objects on the table are supposed to be gold bars, although the NWN2 lighting makes them look a bit odd.

fig6_zps0caas7l6.jpg

I just reached 300 placeables total, so I'd say the project is coming along nicely.   :)


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#79
Tchos

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Hey, a locker.  I think that Buffy NWN1 modder was looking for one of those.



#80
rjshae

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Hey, a locker.  I think that Buffy NWN1 modder was looking for one of those.

 

I think there's a couple more of those on my list. Eventually...



#81
Claudius33

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Here's the latest set. The objects on the table are supposed to be gold bars, although the NWN2 lighting makes them look a bit odd.

 

I just reached 300 placeables total, so I'd say the project is coming along nicely.   :)

 

Another nice batch.

 

300! Gosh! I wouldn't want to put pressure and I know that I can PM you whenever needed but when do you think the final package will be completed?

 

I selfishly would prefer to review the now 46 areas and struggle with my placeable.2da only once :D.


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#82
PJ156

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I selfishly would prefer to review the now 46 areas and struggle with my placeable.2da only once :D.

 

I will put then in the cornucopia, you need not struggle at all :)

 

PJ


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#83
rjshae

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I wouldn't want to put pressure and I know that I can PM you whenever needed but when do you think the final package will be completed?

 

Mmm, I'll take a wild guess that it will be some time later this year. I'm just going to work at my own pace, and that way I get to enjoy the process. Sorry it's causing a conflict for you. :P



#84
Claudius33

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Mmm, I'll take a wild guess that it will be some time later this year. I'm just going to work at my own pace, and that way I get to enjoy the process. Sorry it's causing a conflict for you. :P

No problem. I'll just PM you when I need the Camaro, you have time.

 

I will put then in the cornucopia, you need not struggle at all :)

 

PJ

 

Thanks in anticipation, but I don't know if my already made modules will easily accept such a change.

 

My placeable.2da is mixing so far Tupoun medieval, RWS Adobe, BCK II (including Eberron), Amraphael's pack, of course rjshae's modern, and some stuff from my previous campaigns I'm no more able to identify  :blush:


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#85
PJ156

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Mine has everything .....

 

Except Eberron, what is that?

 

PJ



#86
kamal_

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Mine has everything .....

 

Except Eberron, what is that?

 

PJ

There's a BCK pack for Eberron. I don't see it offhand, but it's mentioned in this BCK listing: http://static.81.86....-autodownloader

 

I put in a file request for it, so it should get posted to new vault shortly.


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#87
PJ156

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Oooooh .... I did not know that. Me thinks a search in the morning is required.

 

PJ



#88
Tchos

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If I recall correctly, it is only available in the "autodownloader" pack, but it works fine for offline use as well.  It's a nice set that can be used as futuristic building pieces, or magical ones, since some pieces glow.  It also contains at least one onion-shaped dome.


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#89
ArtemisJ

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Love all the work you guys are doing.. Amazing work RJ



#90
Claudius33

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Oooooh .... I did not know that. Me thinks a search in the morning is required.

 

PJ

 

I grabbed Eberron hak from here : http://neverwinterva...-autodownloader

 

However I don't remember where I found the eberron.erf file :unsure:



#91
Claudius33

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If I recall correctly, it is only available in the "autodownloader" pack, but it works fine for offline use as well.  It's a nice set that can be used as futuristic building pieces, or magical ones, since some pieces glow.  It also contains at least one onion-shaped dome.

 

Actually two onion-shaped domes.



#92
rjshae

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Here's set #7, including several toilet placeables, gas tanks, hesco boxes, and a pair of sinks. There's some money on the desk - a single bill and a stack.

fig7_zpsf9xlp5qr.jpg

You can't see it in this shot, but the yellow barrel is full of glowing radioactive goo. All set for the Mad Monks of Wasteland 2.


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#93
Claudius33

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Very nice. Radioactive stuff sure can be used in a side quest. Imagination at work B) :rolleyes: .

 

And finally modern heroes can anwser a call of nature! :lol:


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#94
rjshae

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I sure wish there were a better way to control the luminosity of the glow map texture. I've tried applying an alpha channel, blanking out the area in the diffuse texture, setting the normal map alpha to zero (so there is 0% specularity), and just plain making the glow texture almost black, but the glow itself barely changes (under daylight lighting). The brightness is strong enough to basically wash out any darker details in the texture, such as black characters on an illuminated LCM panel, for example.



#95
ArtemisJ

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I sure wish there were a better way to control the luminosity of the glow map texture. I've tried applying an alpha channel, blanking out the area in the diffuse texture, setting the normal map alpha to zero (so there is 0% specularity), and just plain making the glow texture almost black, but the glow itself barely changes (under daylight lighting). The brightness is strong enough to basically wash out any darker details in the texture, such as black characters on an illuminated LCM panel, for example.

 

I think it looks fine.. maybe try and shrink the surface area that is glowing? (only apply a glow map to certain spots or maybe less pixels?)

Or remove the glow and let a vfx handle it.

 

 

EDIT

Didn't someone modify the glow maps on the witcher windows to make them darker? Maybe I am misunderstanding :(



#96
Tchos

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Didn't someone modify the glow maps on the witcher windows to make them darker? Maybe I am misunderstanding :(

 

If you mean me, I added the illumination maps in the first place, since they didn't have any directly from the Witcher.  I suppose I should start calling it "illumination maps" all the time, since the "glow" setting is something entirely different that you can't seem to control.  I have full control over the illumination maps using the illumination setting.



#97
ArtemisJ

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If you mean me, I added the illumination maps in the first place, since they didn't have any directly from the Witcher.  I suppose I should start calling it "illumination maps" all the time, since the "glow" setting is something entirely different that you can't seem to control.  I have full control over the illumination maps using the illumination setting.

 

What is the difference? And can that be applied to Toxic waste for a more controllable glow? :huh:



#98
Tchos

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One of them is activated with a checkbox, as in Bob's MDB Config, where it says "glow".  The other is done using a map put in what's called the "glow map" slot.  It can certainly be applied to the toxic waste.  I don't know how Bob handled it, but I would have done it without using the "glow" box.


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#99
rjshae

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What is the difference? And can that be applied to Toxic waste for a more controllable glow? :huh:

 

The glow map texture can easily be removed from the model, if it's an issue. You could instead use a faint green light source, like I did.

 

One of them is activated with a checkbox, as in Bob's MDB Config, where it says "glow".  The other is done using a map put in what's called the "glow map" slot.  It can certainly be applied to the toxic waste.  I don't know how Bob handled it, but I would have done it without using the "glow" box.

 

Yes, I used a glow map file and tried varying the texture properties.


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#100
Tchos

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Since it was unsuccessful, it isn't the way I would do it.  Shall I do it?