Author Topic: New Building Placeable Imports  (Read 4703 times)

Legacy_Killmonger

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New Building Placeable Imports
« Reply #135 on: February 01, 2014, 04:59:51 pm »


               <A joint effort ....I'm up for that...>

Yessir, gather whatever files you may want to send my way (in manageable chunks) and send them to me please.
Right now I have some time and I have the capacity in max to make a good stab at it for the sake of my beloved Nwn. (structures, ruins, animals, etc)
Find me on the vault and pm me. (There is a forum topic for empire earth)
I won't guarantee which files I might complete first but I am motivated.
I have a dropbox account which I will share for this endeavour, or you could email me direct...
Talk to me

<giddy with anticipation>
               
               

               
            

Legacy_Randomdays

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« Reply #136 on: February 02, 2014, 01:46:09 am »


               PM sent.
               
               

               
            

Legacy_Killmonger

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« Reply #137 on: February 02, 2014, 05:36:21 am »


               And so, it begins....anew.

For those that are interested:

The first animal batch includes
Elephant       (1808polys)
Mammoth     (1646polys)
Dolphin         (868polys)   <my favorite
and three types of camels.   (less than 1500polys each)

First, I must examine the current Nwn assets 
Second, I will study some relevant animal motions <camels don't move like deer, nor elephants like wolves   
Third, I welcome any input from the community before I begin in earnest...

Some textures may need to be sharpened, but the geometry is good for Nwn.
Thanks for the recent skinmesh tutorial ShadowM ( I will be closely examining the skeletons therein)

This will be a big task and will take time. So patience is required folks.
'Posted
               
               

               


                     Modifié par Killmonger, 02 février 2014 - 03:46 .
                     
                  


            

Legacy_Randomdays

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« Reply #138 on: February 02, 2014, 11:36:15 pm »


               I haven't looked at them for awhile but all 4 animal types have been done for NWN already and should be in the CEP (I think). I picked these to start with for Killmonger since these are some of the roughest looking, probably being done in the early days when there were fewer resources for the modders to work with. Its still amazing what the modders have done with what they had available.

Thanks to them for the base work and Killmonger for trying to get some updated versions in game.
               
               

               
            

Legacy_Proleric

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« Reply #139 on: February 03, 2014, 07:17:10 am »


               I think Draygoth is working on similar animals?
               
               

               
            

Legacy_Randomdays

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« Reply #140 on: February 03, 2014, 07:49:50 am »


               I remember seeing this before but forgot about it till now.

Different model sources I think. Killmonger can still work with the ones I sent as an alternate for modders to use, or I can send him some new animals if he wants.

From the comments on Draygoths project it appears his animals are all mounts with no wild animal versions at present. Killmonger could work in that direction as well.
               
               

               
            

Legacy_Killmonger

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« Reply #141 on: February 04, 2014, 12:49:58 pm »


               Just rtk now,
Yep, all three types of critters are in the CEP23
Eight types of elephant < all look pretty grisly (by comparison to what's coming)
Four types of camels < 2 dromedary, 2 Bactrian (equally grisly) <I have a "dromedary"
One Dolphin <a very nasty looking beast...Yikes! ...Flipper it ain't  'Posted
All seem to have case specific supermodel animation too...
Yes, I intend to be consulting with Draygoth soon...("Mounted" oliphants perhaps?)
The good news is that the workflow is pretty much clear to me.

However,
Having just returned from a 36hour burst of RL duty,'Posted ,
I will be excising each model for further study after some sleep.
I anticipate that all the animations will need some TLC tweaking and some special customizations.
So, what will also be required are the "special" sound sets for each    <nudge nudge....
As an animal lover, <yum>
I will enamour each critter with greatest respect...
(a killmonger must be efficient to be effective)
               
               

               
            

Legacy_ShadowM

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« Reply #142 on: February 04, 2014, 10:55:52 pm »


               Draygoths models were all mounts but started to convert them to normal based models, which is why I made the Tutorial so people could start to this conversion from his models and from other sources(because I have other projects that I still need to finish before coming back and doing more work on these or other models). I looked over his models, but a good amount are high in poly count and some texture smearing. So I disappeared of the grid for a little bit to look into reducing the poly count and fixing the texture without losing quality and found some nice technique (mainly learning blenders great tools). I took the jaguar for a test subject and took it from 10K down to under 2k and fixed the texture. The question is if you have equal quality models or better models(lower poly count and good texture) it be less work for the custom content community. So you might want to let him know. Cannot wait to see some of the cool stuff that be coming '<img'>
               
               

               


                     Modifié par ShadowM, 04 février 2014 - 11:07 .
                     
                  


            

Legacy_Randomdays

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« Reply #143 on: February 05, 2014, 10:30:50 am »


               Most of the creatures/ buildings are under 2k for poly count. A few preview pics below.

Some creatures ;

'Posted

Some Civ5 units that would look good as some non dynamic enemies;

'Posted

'Posted
 
These and others, like some nice Aztec, Inca, Maya, were modded by Danrell at http://forums.civfan...p?do=cat&id=129
               
               

               


                     Modifié par Randomdays, 05 février 2014 - 10:32 .
                     
                  


            

Legacy_KlatchainCoffee

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« Reply #144 on: February 05, 2014, 07:13:33 pm »


               Randomdays & Killmonger - these look good!  If you are going to prioritise at all, please do the sheep, the squirrel and the frog first.  Thank you! '<img'>
               
               

               
            

Legacy_Randomdays

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« Reply #145 on: February 05, 2014, 08:35:55 pm »


               It only takes a minute or 2  to make them an obj file to import into max. The rigging part for Killmonger a lot longer of course.

If anyone else with some time and skills wants to try, let me know and I'll send some your way
               
               

               
            

Legacy_Killmonger

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« Reply #146 on: February 05, 2014, 08:48:46 pm »


               As yet nothing is set in stone (er... fleshed out)

The first priority is to get the skeletons and skinmesh to work properly for each of the first files.
There is a lot of work to be addressed and enacted with only limited amounts of free time.

As we "sink our teeth" into this I'm confident that priorities will emerge.
Barnyard critters are high on my list. As are all the less well represented creatures. That said, the Cep creature files are an enormous compendium. We should all bow with humble respect to the great works of the CCP team of yore....ty....

Moving forward, what will become necessary are more accurate motion captures of exotic beasts past the deer and ox animations. I look to the folks of the rabbit and frog initiative as an example.

Patience is a virtue and we are only at the beginning of this great endeavour...

<Long live Nwn>
               
               

               
            

Legacy_Randomdays

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« Reply #147 on: February 06, 2014, 10:20:56 am »


               Talking with Killmonger I'll be setting up the creatures in themed groups for him or anyone else to play with. We'll mainly be trying to stay with creatures with the "rougher" look in NWN, or not present yet. Subject to change as conditions warrant.

Africa 1 set; hyena, vulture, baby elephant, gorilla

Africa 2 set; chimpanzee, rhino, hippo, crocodile

Farm set1 ; sheep, bighorn sheep, goat, mountain goat,pig

Farm set 2; turkey, horned sheep, brahma bull, cow

Forest 1 set; rabbit, squirrel, frog, raccoon, caribou, chipmunk

Forest 2 set; moose, beaver, coyote, wolverine, fox, armadillo
               
               

               
            

Legacy_Draygoth28

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« Reply #148 on: February 06, 2014, 11:23:50 am »


               I would like to check them out if you don't mind. I have made an updated wolf and (2) dogs that have animations. So far the elephant has given me great grief. If you guys want to work as a collaboration I can keep you posted on what I have done or we can work from a list. Just let me know.
               
               

               
            

Legacy_Randomdays

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« Reply #149 on: February 06, 2014, 12:12:15 pm »


               Killmonger can talk to you about the animation issues.

If you'd like to check out any of the packs I'll be putting together or an individual animal, PM me your email and I'll send them your way.

I've been sending KM the obj version of the files, but for most, I have the original nif files with the matching kfs. NWN max will take both if you have the nif scripts, so you might be able to use some existing animations instead of starting from scratch.