Author Topic: New Building Placeable Imports  (Read 4699 times)

Legacy_PLUSH HYENA of DOOM

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New Building Placeable Imports
« Reply #120 on: May 03, 2013, 12:06:40 pm »


               A quick note - apologies if you're already aware of it...

Just been updating all my hideously debased PHoD master 2das (and hitting things with a new brick I found) and have discovered that there are two additional models in your Empire Hak which do not have 2da entries.

There's a very nice Oriental dock area with assorted buildings and boat, evidently to be placed in water and there is also a second ruined European type castle.

"e3_dock1fe"

"e3_castleruin1"

I added them to my 2da and gave the dock a quick test in game, no shadows on, and it works fine; haven't got round to the castle yet, but it's certainly OK in the Toolset and I can't see any reason they should be excluded from the 2da deliberately.
On the assumption, therefore, that this was a minor oversight, I thought I'd mention it so you can add them to the Hak 2da when you come to update things (assuming you haven't already noticed for yourself and done so).
               
               

               
            

Legacy_Randomdays

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« Reply #121 on: May 03, 2013, 08:39:03 pm »


               I had stopped work on doing the various docks since I wasn't sure if they'd be useful in game due to the layout of the meshes - with the way they're built there isn't much of it you could walk on. I think it's complete with a pwk though. They'd be more for looks.

Not sure of the ruin - only remember there being 1. The other might be a halfdone version.
               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #122 on: May 04, 2013, 08:05:57 am »


               Agreed, the dock isn't much use for walking on, but as for looks? It's like something out of a particularly appealing Hokusai print... (although if it WAS by Hokusai, there'd likely be more bridges!) It's a very worthwhile addition for those of us with Japanese/Chinese settings (or just some thing that looks like).

The second ruin (e3_castleruin1) comes up fine in game and is nice to tag on to the other one e3_castleruin) for greater variety of form whilst making an extensive ruined area, with other Placeables scattered about as well... They are two different models of different shapes. One's essentially rectangular, the other square... Can never have too many ruined things!

I've added them, anyway, and imagine there are others who'll find one or both of use.
               
               

               


                     Modifié par PLUSH HYENA of DOOM, 04 mai 2013 - 07:08 .
                     
                  


            

Legacy_Randomdays

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« Reply #123 on: May 06, 2013, 10:03:24 am »


               Complete redoing the second set. All buildings have gone thru cleanmodels and now have a shadow, a 3D pwk and a usenode, thanks to Rolo's help.

Includes 21 houses and 7 markets, including a few winter models, a updated placeables.2da with the new items and added the submarine as well since it was done.

Should be up on the vault in a bit.

A pic of some more houses and some level 1 houses, basically huts

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Legacy_Rolo Kipp

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« Reply #124 on: May 06, 2013, 02:58:57 pm »


               <looking up...>

Sorry I'm being so slow with the first pack, but I've really so much going on :-(
These look great!
Please do post this on the new Vault :-)
And your submarine tutorial would look great under Articles->Tutorials there as well *nudge* :-)

<...from a nest of todo lists>
               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #125 on: May 15, 2013, 10:33:23 pm »


               Many thanks again for sub and tutorial... Getting the hang of this now. Just finished converting Neeshka from NWN 2... or her head, at any rate.

Haven't forgotten I said I'd help with some of the WWII items with my overwhelming beneficence... he said knowing full well he'd likely find the stuff useful for his own "Doctor Who" Modules and thus acting out of nothing but low, contemptible self-interest...

I'll hopefully have some things finished and out of the way soon and be able to give this some time now that I've got the hang of converting things... I've got my Ceratosaurus into MDL format now and am equipping myself with vodka and oxygen apparatus before plunging into a gargantuan tutorial about the heinous impossibilities of animating a model...
               
               

               
            

Legacy_Randomdays

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« Reply #126 on: May 29, 2013, 03:20:01 am »


               Started work on the next set, plus I need to go back to the last set - I found a lot of winter texture variants to add to it.

The next set turned out to be bigger than I thought so I'm splitting the trees/ plants to another group and doing just the rocks/ stones for now.

So far I've done 20 meshes for the new set - all buildings so far and now getting ready to work on the actual resource nodes and rocks next.

Some pics below - all from EE3 - 3 mine and 3 quarry buildings for each of the 3 civs, plus a generic mine and a nifty pirate island rock that looks good. Lots of little rocks to do next.

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Legacy_PLUSH HYENA of DOOM

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« Reply #127 on: May 30, 2013, 06:13:23 am »


               Hm. That Pirate Rock looks good. The mines should be useful too...

Regarding the last set - some of the small homes had things like cooking pots hanging over firepits which had those hated "black blobs" between the chains holding the pot up and the "ragged" ends of thatch from rooves also terminates in "black blobs".
I've added selections to the relevant textures to cut away said baboon-shaped black blobs so you can see between the chains on the pots and the thatch ends in a ragged line instead of the blackness. (There may still be more black blobs to hunt down and eliminate. I think there were a few thatch ends with black blobs in the first set too).

Do you want me to send you the textures when I'm sure I've rendered the black blobs more or less extinct so's you can include them in such updates as you might do?
               
               

               
            

Legacy_Randomdays

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« Reply #128 on: May 30, 2013, 09:07:47 am »


               That would be very helpful, and I'll be updating with some winter textures anyway. The black blobs are the transparency problem again - In the original game they appear fine as the black area is completely see-thru.

Working on the rocks right now - at least 60 or so of various types and sizes.
               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #129 on: May 30, 2013, 05:38:29 pm »


               It may be possible that the original game reads textures in a slightly different way to NWN, or it just might be possible that the textures are losing something (namely the selections I've been scribbling back in) when you extract them. Depends how convoluted a process getting the textures out of the game is. If it's a simple lift direct from a folder full of textures then it's unlikely they'd lose their selections...

Anyway, give me a couple of days to hunt down any further blobs hiding at the back trying not to be seen and thus hurl El Freako Wombats at them... and then, assuming HAL 9000 here deigns to cooperate, I'll see if my mother's creaky and rubbish e-mail thing can cope with sending some tga.s. (It should still have your e-mail address in its spleen-shaped memory somewhere).
               
               

               
            

Legacy_Killmonger

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« Reply #130 on: December 16, 2013, 07:39:52 pm »


               I know that it has been long in coming but...

I have uploaded a revised version to the vault (ee4nwn_v2)

All of the original models have been edited and compiled and each contain use nodes, shadowcasters and re worked pwk's which allow the PC to get much closer than the original.
All the models can be set to useable but I really don't like the puny destruct vfx. As this project consumed an inordinate amount of time, I decided to release it as is...<apologies>

However, I have included some breakouts from the original (like the dockhouse with crane)
Then, in a fit of exuberance I also converted some medieval buildings from the author Baychaser.

Everything runs well on my older Athalon and I hope the community will enjoy my humble submission to the best game ever,

Long live Nwn
               
               

               
            

Legacy_Randomdays

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« Reply #131 on: February 01, 2014, 06:24:51 am »


               Thanks for doing this Killmonger. Its been on my list to get back into NWN and fix this and add some more content, but real life and heavy modding with Freedom Force has been taking all my time for the last few months.

Do you have a link for this? I can't find it looking around.
               
               

               
            

Legacy_Wall3T

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« Reply #132 on: February 01, 2014, 06:47:27 am »


               ill second that. i liked viewing the models, but i cannot find them anywhere either
               
               

               
            

Legacy_Killmonger

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« Reply #133 on: February 01, 2014, 07:19:03 am »


               Hail and well met sirrah !

The file is in the vault, and there is a project page too:
http://neverwintervault.org/

I hope you enjoy them as much as I do. It is just great to be able to walk in the courtyards and see all the details up close and personal
I remain interested in other conversions too (especially some of the animals).
There are inherent problems with the geometry (but they will play fine in game)

When you have a chance...let our paths cross again (or just pm me)
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                     Modifié par Killmonger, 01 février 2014 - 07:23 .
                     
                  


            

Legacy_Randomdays

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« Reply #134 on: February 01, 2014, 11:40:48 am »


               Thanks Killmonger

For the animals, I can turn them into obj files, with their mtl and texture files, and get them into nwmax but that's about it for me. Turning them into animated creatures in game is out for now without major time and testing.

If you or anyone else is interested in them, I can send the files your way. As stated on the last page, I can import almost any normal animal and the sources are closes to NWN style and polycount.

I'd love to see improved versions of the camel and elephant, normal and riding, as well as the dolphin, for anyone wanting a go at them, but any animal you want to try would be great.

Also, if you have the time, When I get done with the next pack of mining and rock items, I have no problem sending them your way to "improve" them before they get posted. Consider it a joint effort if you want, and everybody wins in the end.
               
               

               


                     Modifié par Randomdays, 01 février 2014 - 11:43 .