Author Topic: Witching NWN1 - A Witcher area conversion project for NWN1  (Read 2608 times)

Legacy_Lilura

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« Reply #60 on: March 21, 2016, 02:16:12 pm »


               

Please excuse my ignorance, but this is going to be released as a tileset hak for builders to incorporate into their modules?


 


I really like the stone/brickwork and thatched roofs. Very, very cool. While I didn't like The Witcher so much as an RPG, its aesthetics were very impressive.



               
               

               
            

Legacy_Grymlorde

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« Reply #61 on: March 23, 2016, 04:14:05 am »


               

I hope you also release the Geralt model as well. I really enjoyed the first Witcher game a lot and this looks fantastic!



               
               

               
            

Legacy_Lilura

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« Reply #62 on: March 23, 2016, 05:44:50 am »


               

I would like to see ALL actors and monsters ported to NWN!



               
               

               
            

Legacy_TheOneBlackRider

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« Reply #63 on: April 02, 2016, 08:24:50 am »


               

Sorry for the late reply! I've been on a vaction trip and there was no (free) internet available...


 


@ _Cyan_: I'm still in the process to get a basic usable set. I didn't want to start with a "one terrain" set just to get access to the converted witcher models, so I went for a stripped down TNO set. After the first release, there still will be much to be done (minimaps, day/night-stuff, ...). At one point, replacing certain TNO tiles (eg. the trees/forest/edges) would be a great idea, but atm I lack the time to also go for this.


Again: This is an open project. Anyone, who wants to help out is welcomed! '<img'>


 @ Lilura+Grymlorde: It is going to be a seperate tileset, which you can use in addition to other tilesets (so no TNO extension). From Gerald, I only have the head and it's not finished 100%. I need to rework the hair and make it dangly - something on my ToDo list (for some later point). I will then release it.


As you can see in post #19, my result in making the whole model available doesn't look too well... ':wacko:' - ShadowM did a more successfull approach. I just contacted him, and he said, that all the work is lost due to a computer crash. Sad! And porting creatures is a whole different story (of sort). ATM my priority regarding this project is the tileset. I may go for creatures at some later point (or somebody else does it... again: '<img'> ).


               
               

               
            

Legacy__Cyan_

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« Reply #64 on: April 08, 2016, 01:22:06 am »


               


Sorry for the late reply! I've been on a vaction trip and there was no (free) internet available...


 


@ _Cyan_: I'm still in the process to get a basic usable set. I didn't want to start with a "one terrain" set just to get access to the converted witcher models, so I went for a stripped down TNO set. After the first release, there still will be much to be done (minimaps, day/night-stuff, ...). At one point, replacing certain TNO tiles (eg. the trees/forest/edges) would be a great idea, but atm I lack the time to also go for this.


Again: This is an open project. Anyone, who wants to help out is welcomed! '<img'>


 @ Lilura+Grymlorde: It is going to be a seperate tileset, which you can use in addition to other tilesets (so no TNO extension). From Gerald, I only have the head and it's not finished 100%. I need to rework the hair and make it dangly - something on my ToDo list (for some later point). I will then release it.


As you can see in post #19, my result in making the whole model available doesn't look too well... ':wacko:' - ShadowM did a more successfull approach. I just contacted him, and he said, that all the work is lost due to a computer crash. Sad! And porting creatures is a whole different story (of sort). ATM my priority regarding this project is the tileset. I may go for creatures at some later point (or somebody else does it... again: '<img'> ).





Great! The work looks pretty awesome again.


I am working on some projects too, my main goal is to finish the ui plugin i am working on for nwncx (is at a good point now) and implementing witcher ui and, as  someone suggested something like the gwent cards game.


I ported some clothes from witcher 1 and 2 (skinmesh robes) and other games as well as dark souls, btw there is a lot of work and i am not a professional modeller.


I can share what i did if anyone wants to complete.


               
               

               
            

Legacy_Tarot Redhand

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« Reply #65 on: April 08, 2016, 04:11:30 am »


               

@_Cyan_ - Post it on the vault with permissions and those inclined both now and in the future will download.


 


TR



               
               

               
            

Legacy_TheOneBlackRider

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« Reply #66 on: June 11, 2016, 11:17:03 pm »


               

Finally a release (1)!


 


tw1_r110.jpg


 


Well, I didn't have much time to work on this during the last two month, so I decided to finally pack up things for a first release:


 


http://neverwinterva...-nwn1-rural-set

 


And don't miss the placeables:


http://neverwinterva...-game-witcher-1


 


 


Tileset - General notes:

This is a port of original area meshes from the game "The Witcher 1 - TW1" by CD Project. Special thanks go out to Michael Dark Angel / MDA, who made this possible!


The porting is quiet tricky, since the areas in TW1 are designed in one huge piece and I had to cut out wanted parts out of this mesh to make them fit into the NWN1 tile system. In addition to this, CD Project did not design the objects one after another (eg. house 1, house 2, ...). Meshes were extending over a wider area (eg. house 1, 2 and 3 shared many meshes), so I had to separate them, too.


Warning: CD Project used a much higher polygon count than standard NWN1 models have! So this set might be slow on older machines. Though I created simple shadow meshes for many objects (see below), some tiles (eg. the palisades of the tavern group) may draw heavily on the NWN1-engine. Consider turning them off.


The base tile set is a (very) stripped down version of the NWN1 TNO (= "Castle Exterior, Rural") tile set. It appears a "[TW1] Rural" (all the way to the bottom of the tile set list).


Many of these terrain models have been edited, eg. to work in the cobble road.


I edited the terrain part of the ITP-file, too (eg. renaming [Eraser], [Raise/Lower], ...).


Nearly all tiles have been run through OldMansBeard's "Clean Models 3" at some point. Just a note: Sanity checks kept on failing - even after a CM. I did not find the time to get these "sanity issues" fixed... So in all converted Witcher meshes, sanity checks have been ignored! They do work in the toolset / IG and I didn't encounter any crashes.


Now, this also may not be to everybody's liking, but I decided to (re-) name the original terrain models to "ter01_..." and called my Witcher additions "twr01_..." to keep it separated for me, to have more freedom to name my Witcher models and keep track of what they are (eg. all tavern models start with twr01_t..., the rural houses wit twr01_h..., the outskirt houses with twr01_o, the features with twr01_f...). So you have ter01 and twr01 models in one HAK, even though they belong to one set.


When porting the models, I tried to also use the original shape of the terrain, if possible. The tavern area, for example, completely uses the original terrain. Some of the features still have it.


Textures:

Nearly all textures are the original ones (converted to TGA, since the TW1-DDS format was not the NWN1 format). Some textures have been altered, but are based on the TW1 textures. These are named tw1_[name]. Very few, I created myself, eg. the "bottom" texture of the wells. The cobble texture has been hand edited to be seamless regardless of its rotation. Otherwise it would not have been working with the road tiles.


Doors:

Doors are created with the features/groups via the doortypes.2da.

I used the doortypes.2da from the "Dragonlance Chronicles Reborn" project, so it includes entries of other tilesets, too: CEP(2.3), CRAP, Worm, all Zwerkules-tilesets and DLCR-entries. I contacted Zwerkules and we agreed to start with entry 1480 to not get into conflict with future creations of him. So, TW1 uses entries 1481-1488 (ATM).


Another decision, I made, is to let doors only open to one side. IMO it looks better (especially regarding the tavern group gates). A draw back is, that eg. gates might open through the character.


200x300 is considered the standard NWN1-door size. Since these are complete (scaled) models, the doors don't match the NWN1 norm. Some are even too small for a normal sized character (eg. the barn doors of the "House - Rural 3a"). They are usable, but I suggest to lock them or block them, so normal sized characters can't enter. (See additional manual for more information!)


The genericdoors.2da is still included. It's based on HOTU and also includes Witcher 1 door entries. But it's not really in use, because now the doors are placed via the group. I used it for testing door positions and sizes.


Shadow meshes:

I created extra (simple) shadow meshes, because the higher polycount of the rendered model meshes tended to crash NWN1. So, shadows do work, but some may not look perfect.  

I suggest to use only a very slight/light amount of shadow casting.

(Remark: Wagon-Features don't cast shadows (yet).)


Walkmesh of the tavern group:

I partly used the original walkmesh. Now, the tweaked Aurora engine of Witcher 1 can handle walkmeshes, which are made of several (sub-) meshes, which are not connected. For example did they create a ground walkmesh for the area and added upright planes around obstacles like the well. These upright planes don't share vertices/edges with the ground mesh. They just sit on top! Well, I found, that this also works with the NWN1-engine and since recreating the walkmesh is pretty time consuming, I left it that way for some obstacles in the tavern area. All other groups/features have recreated "standard" NWN1 walkmeshes, though!


Large patch meshes (no tile size):

Cobble/dirt patches in the tavern (and church) area: Since the ground mesh is very uneven, I decided to create large patch meshes based on the grass mesh. To have better control regarding the position and texturing - in case of later edits (which happened a lot while trying to mock the mixed ground textures CD Project created in the Witcher 1 game) -, this mesh has not been sliced! In case of the tavern group, the patch-meshes are linked to twr01_t01_09.

(Additional notice: Now, this technique lead to the fact, that the patches have not been rendered while creating the minimaps - see "Issues" below.)


Broad road feature:

The NWN1 tile roads are narrow and the house groups could not directly connect to the (cobble-) road. So I created tile sized road features in two variants: One is tile sized and the alternatives have (dirt-) patches exceeding the tile boundary. When placed next to each other, the overlapping version hides the tile look a bit, thus (again) tries to mock the mixed ground textures CD Project created in the Witcher 1 game.

Variants are cobble to one and two sides and dirt to one and two sides.

(See additional manual on how to make use of them!)



Small stones/rocks:

ATM, the places, where there are those flat stones/rocks are not walkable! I just didn't find the time to adjust the walkmesh accordingly = a raised mesh over the stones. Maybe it will be done in some later release.


Release 1:

Whyzima Outskirts meshes

I got a bit carried away from my original plans... I now have nearly everything converted from that area, that I wanted to have for a second release:

- all houses (rural and stone ones)

- the Tavern area

- all available wells in that area + a floor variation (dirt-grass / cobble) for one = 4

- all sheds = 4

- all wagons = 5

- the birdhouse

- the haystack

- the storage mount + an additional variation = 2

- as a special, I separated the open air smithy of the tavern area and made that available as a single feature.


I also managed to include minimaps (which was not planned for the first release) - thanks to Asymmetric/Symmetric for updating this tool, so it works with shadow meshes.


Also included are "placeholder groups" of the tavern without palisades and rural houses. They will be arranged in an alternative angle, but they are not finished, yet, and thus not included.


------------------------


Issues in R1:

Pathnodes: ATM all set to "A".


 


Day/night: I started to experiment with Self Illuminating faces, but it just didn't look well (regarding what I was able to accomplish). So, illuminated windows will be in another release.


Minimaps: Though I managed to find the time to create minimaps via Blender (thanks to Asymmetric/Symmetric for updating his Minimap Creator - http://neverwinterva...ender-269-27x),not all maps are perfect:

As written above, some of the dirt / cobble patches are not tile sized to have better control, when adjusting them. So they are not tile sliced and only connect to one tile of that group. Result is, that they are not rendered for certain map parts (eg. tavern yard, church yard). So, I created special models for those. This way, the tavern and church yard have at least some patches in their minimaps.


Shadows: I tried to fix many findings, but sometimes my edits didn't make a difference... So there shouldn't be many of them, but there might be a few strange looking ones.


The wagon-features don't cast shadows (yet).


------------------------


Thanks to all out there, who supported me with their knowledge and encouragement!


 



               
               

               
            

Legacy_Draygoth28

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« Reply #67 on: June 12, 2016, 02:08:32 am »


               Amazing work so far.  After downloading it and running around I found this needs to be in my mod asap. Thanks for all the hard work. Can't wait for more.  
               
               

               
            

Legacy_TheOneBlackRider

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« Reply #68 on: June 12, 2016, 01:14:49 pm »


               

Thank you, Draygoth!


Oh, and I forgot to upload the "The Witcher 1 Rural NWN1 Tileset Guide"


Done! '<img'>


http://neverwinterva...-nwn1-rural-set



               
               

               
            

Legacy_ShadowM

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« Reply #69 on: June 12, 2016, 02:35:17 pm »


               

Great job '<img'>



               
               

               
            

Legacy_Asymmetric

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« Reply #70 on: June 12, 2016, 08:00:40 pm »


               

Awesome. I love those outskirts houses.



               
               

               
            

Legacy_TheOneBlackRider

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« Reply #71 on: July 12, 2016, 04:11:09 pm »


               

Info:


Ancarion created some lights for windows and fixed door01:


http://neverwinterva...d-witcher-tiles


 


xorbaxian posted some findings. For the record, I post a copy here:


i did notice a few minor issues when i ran through the demo module.


1- the display 'stutters'. it feels like display lag. this is the same machine i run all nwn modules on, a reasonably beefy [if not entirely late-model] pc. could this be due to the increased detail in the textures ? as it is now, sometimes i have to wait several seconds for the screen to update whenever i change the camera angle in the demo mod. i created a couple of new areas to test, and lag persists even in small [4x4] areas with only a few features. i know what i'm about to ask is probably heresy, but... any possibility of getting a lower-poly version ? '<img'>


2- some of the doors don't work. i.e., when i open a door, i hear the 'door opening' sound, but there's no animation. the screenies below all show open doors, even though they still look closed.


3- in the section of the orchard where the trees overhang [upper right corner in the last screenie], the tree-tops don't 'cut away' as they do in other tilesets, leaving you blind to where your character is.


but all of that aside, this looks like a very promising tileset. you've obviously put a lot of work into it, and it shows. great job ! '<img'>


 


My reply and more findings:


 


@1:

My display sometimes stutters, too, but only VERY slightly and for a span of an eyewink (Win7, i5, Geforce GTX 560). This is probably due to the much higher polycount. Try to switch off the shadows. Especially the Tavern group might be slow, because I used the palisade mesh to cast shadows (cause it worked) and thus there is much to calculate.


@2:

OOPS! I thought, I had them all working, but I must have missed that one. It will be working in the next update!

Workaround: Ancarion added some lights and fixed the door: http://neverwinterva...ted-witcher-...


@3:

That must be the tile fade property... I have it always switched off, so I didn't notice. Will look into it and hopefully work it into the next release. BTW. The houses don't do this on purpose! '<img'>


Further issues I stumbled upon:

- Some minimaps for tree terrain have not been rendered correctly.

- The txi for the windows calls for the wrong env map.

- An issue with the smoothness of the ridge tile ter01_a26_01.