Author Topic: Wildlands Tileset Expansion  (Read 971 times)

Legacy_henesua

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Wildlands Tileset Expansion
« Reply #30 on: August 14, 2013, 03:35:11 pm »


               Had some trouble dealing with translation issues (dae, 3ds --> blend --> mdl ) as I pulled my stuff into blender for exporting. Transformations were wonky which broke the wok so had to do that separately since I don't know how to burn transforms in blender. Then seem to be having trouble setting my diffuse settings properly as evrything came through muddy on the first try. This is where it stands now after resolving those issues

Connected to the pier crosser
'Posted

Roof is visible on the inside
'Posted

Still to do:
Forgot to tilefade a roof on one of the tiles.
Shadows are ugly.
Sparklies on a couple seams.

TXI a wet shine on the siding of the building
Boathouse 2.
More pier connection options.

After these experiments are complete to my satisfaction:
much more
               
               

               


                     Modifié par henesua, 14 août 2013 - 02:36 .
                     
                  


            

Legacy_Asymmetric

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Wildlands Tileset Expansion
« Reply #31 on: August 15, 2013, 07:57:07 pm »


               Nice work, I always liked the NWN2 boathouses.

Blenders import/exports scripts indeed tend to break transformations. When I first tried to export my stuff from blender as 3ds and then import it to gmax, everything was broken too.
I'm not entirely sure, but I think burning transformations = applying transformations in blender. It is done by selecting the object and pressing ctrl+A (or selecting Object->Apply in the panel below the 3D View). I'm assuming burning a transformation means mutlipying the transformation matrix with the mesh/ its vertices.
               
               

               
            

Legacy_henesua

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Wildlands Tileset Expansion
« Reply #32 on: August 15, 2013, 08:50:15 pm »


               Thanks, Asymmetric.

What I mean with burning a transformation is to set all rotation and tranformation values to 0 on the mesh, so that it shares the same point of origin and orientation as the rest of the model. Cheetah3D has a "coordinate system" tool which does this for you, but I couldn't find the same in Blender. I will look into applying the transforms and see what that does.

And yes, Blender is weirdly inconsistent on imports. Sometimes my 3DS is at .01 size despite exporting at 1:1 and at other times it is 1:1. DAE however has the right scale, but sometimes its objects are rotated 90. This is usually if I have an "empty" containing several meshes.

Thanks again for the leads I'll check it out. While Cheetah3D is an excellent tool, it would be good to be more proficient with Blender.
               
               

               
            

Legacy_henesua

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Wildlands Tileset Expansion
« Reply #33 on: June 08, 2014, 02:28:21 am »


               

when my mac died this project did too, but i'm tempted to resume working on wild lands. One question i have is whether this tileset is detined to be pulled into project Q? if so I'd like to coordinate my work.



               
               

               
            

Legacy_Pstemarie

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Wildlands Tileset Expansion
« Reply #34 on: June 08, 2014, 03:17:28 am »


               

Yes, its slated for Q. I have no specific plans for adding stuff so feel free to add on as you wish.



               
               

               
            

Legacy_henesua

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Wildlands Tileset Expansion
« Reply #35 on: June 08, 2014, 04:14:06 am »


               

thanks for the heads up, Pstemarie.