Author Topic: New Building Placeable Imports  (Read 4711 times)

Legacy_Randomdays

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New Building Placeable Imports
« Reply #210 on: February 17, 2014, 08:33:58 am »


               It's up to Killmonger and Draygoth really, but I'd like to see all the normal animal types get done and released as a sort of improved animal and mount hack first. I've sent them over a hundred animals so far for them to look at with some more on the way, including some from DAOC.

Of course, if some more people become interested in importing creatures that would be great.

I'm almost done working on some requests for other games and will hopefully be adding more buildings and placeables soon.
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #211 on: February 17, 2014, 10:33:32 pm »


               That strange wildboar thingy looks kinda highpoly to me. Looks almost to good for all the others...
HEya look a wildboar thingy next to a a dude with his fist of doom '<img'>
               
               

               
            

Legacy_Randomdays

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« Reply #212 on: February 18, 2014, 09:04:56 am »


               Checking the Entelodon - 774 vertexes and 1497 polys
               
               

               
            

Legacy_Draygoth28

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« Reply #213 on: February 18, 2014, 01:06:30 pm »


               There's some good stuff in here Randomdays. Although I'm only about 30% thru it, my desktop looks like the line outside Noah's Ark. I'll try to pick up the pace but RL is becoming a hurdle.
               
               

               
            

Legacy_Randomdays

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« Reply #214 on: February 19, 2014, 08:59:59 am »


               Thanks for the update. Still more to come......better at a good pace and done well than rushed and done poorly
               
               

               
            

Legacy_Killmonger

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« Reply #215 on: February 19, 2014, 06:36:13 pm »


               rtk after RL duties...

Baba, in response to the "fists of doom">
Yeah, the standard hands all need to be replaced with some higher poly hands.
In fact, there needs to be perhaps 3 types organized for all phenos
Open handed (relaxed), Gripping, and close fisted (both male and female for all)
Others would be karate hands (chop, open palm, and a few others), gestural (not rude; for magic casting) and some other variations (swimming comes to mind)...
This would require grooming all the clothing and armour haks
imho

<back to work now>
               
               

               
            

Legacy_Killmonger

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« Reply #216 on: February 20, 2014, 07:03:41 am »


               So I while I was busy, painting the tail on a critter, when suddenly some of my previously excluded verts go tearing off in an unexpected direction when the animation was applied. How do I stop them from doing that? (They had just been re-included to the tailbone)
I have looked around at my max's various buttons, dials and properties but I still do not perceive what has gone awry.
Any advice?
               
               

               
            

Legacy_Draygoth28

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« Reply #217 on: February 20, 2014, 11:56:23 am »


               one thing may be that the Verts are being pulled away by another bone, Check and see if the area is highlighted in red/orange/yellow when you target near by bones.
               
               

               


                     Modifié par Draygoth28, 20 février 2014 - 12:31 .
                     
                  


            

Legacy_Killmonger

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« Reply #218 on: February 20, 2014, 06:17:14 pm »


               Yes, you were correct sir, thank you.

<The vert identification & selection is a very finicky thing>
               
               

               
            

Legacy_Killmonger

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« Reply #219 on: February 21, 2014, 06:16:52 pm »


               Thank you Draygoth28 for the skeleton mdl sends .
It seems correct to me to be consistent with previous works (best practices).
That said, OTR's deer kit suggests an alternate approach which results in higher poly counts but achieves the same effect. What are the pros and cons for our Nwn?

Fyi...
The Hellhound2's Rfrontupperleg and RfrontbotlegA seem misaligned

Queries...
1) How do you want to handle shadows? (Does the selected skinmesh cast the shadow ok?)
2) Did you originally place the bones manually over a critter template?
(If so, I will do the same for the other arch-types)

Thanks
               
               

               
            

Legacy_Draygoth28

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« Reply #220 on: February 21, 2014, 07:30:03 pm »


               I didn't create these, they are from ShadowM tutorial. I just exported then to .mdl format. I did just create one for a Bear model using his as a templet.
               
               

               
            

Legacy_Killmonger

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« Reply #221 on: February 21, 2014, 07:35:15 pm »


               Right.
Bear, check.
I'll do an ox later today
               
               

               


                     Modifié par Killmonger, 21 février 2014 - 07:37 .
                     
                  


            

Legacy_Draygoth28

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« Reply #222 on: February 21, 2014, 08:31:23 pm »


               Nice. I'm going to finish up the big cats, and do 2-3 pig/boars.
               
               

               
            

Legacy_Killmonger

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« Reply #223 on: February 21, 2014, 09:17:56 pm »


               I'm tryin to catch up to you using the same modalities
Glad to hear about the big cats (zt2 or wp2 or both?)
I'm about half way with ox skel even now.
               
               

               
            

Legacy_Draygoth28

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« Reply #224 on: February 21, 2014, 09:44:30 pm »


               I believe ZT2. Gratz on the Ox skelly, you going to use it for cows as well?