Author Topic: New Building Placeable Imports  (Read 4707 times)

Legacy_cervantes35

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New Building Placeable Imports
« Reply #270 on: April 13, 2014, 05:07:24 pm »


               

Most excellent work Draygoth your stuff just continues to get better and better. I hope to see these real soon! I would like to still see a new thread to seperate this project from the placeables project.



               
               

               
            

Legacy_Ssythilac

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« Reply #271 on: April 13, 2014, 05:59:07 pm »


               

Great work Draygoth!



               
               

               
            

Legacy_ShadowM

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« Reply #272 on: April 13, 2014, 06:20:51 pm »


               

Q_skinmeshanimals_BigCats_zps383fefcb.jp



               
               

               
            

Legacy_ShadowM

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« Reply #273 on: April 13, 2014, 06:22:19 pm »


               

There you go and great work. I check back in on this project some more after HR 9.51 release.



               
               

               
            

Legacy_Randomdays

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« Reply #274 on: April 24, 2014, 07:41:19 pm »


               

1st pics from the upcoming "wood/plants/trees" pack. 9 different sawmills, 3 each of western, eastern and Arabic theme. Doors have been removed to allow NWN doors to be used.


 


Some workshops coming up next.


 


SawmillWest_zpsf6819447.jpg


 


SawmillEast_zps78ac3ebb.jpg


 


SawmillArabic_zps5fca675e.jpg



               
               

               
            

Legacy_Draygoth28

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« Reply #275 on: April 25, 2014, 12:59:21 pm »


               Very cool.
               
               

               
            

Legacy_Randomdays

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« Reply #276 on: April 28, 2014, 03:49:25 am »


               

Nine workshops - 3 each of Western, Eastern and Arabic. These have various gears and machinery on the side or back. Most have some nice designs on the double doors up front so I left them in place.


 


Still finding some more buildings and items to add. If the group gets too large, I might break the plants/trees off to another group


 


WorkshopWest_zps0b734ae7.jpg


 


WorkshopEast_zps5217799a.jpg


 


WorkshopArabic_zpse8d38bb0.jpg



               
               

               
            

Legacy_Randomdays

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« Reply #277 on: May 03, 2014, 12:15:16 am »


               

Some more screen pics.  The 1st pic shows 4 Eastern themed buildings - a small shrine, a gateway, a pagoda and a temple. The second pic is a ruined village broken into separate pieces of 3 huts and an idol. They're a bit dark, and this is after I tried to lighten the tga and add a little color to it.


 


eastern_zps1734bb10.jpg


 


 


huts_zpsa08e80d7.jpg



               
               

               
            

Legacy_Randomdays

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« Reply #278 on: May 05, 2014, 10:10:39 am »


               

Had some time this weekend to get quite a bit done, but the plants and trees will definitely be split to a new hak.


 


1st pic - 3 different idols or decorations


 


idols_zpsfbb00296.jpg


 


 


Next, 3 different pics of some siege machines - catapults, scorpions, rams and towers


 


siege1_zpsf2df3011.jpg


 


siege2_zpseee40393.jpg


 


siege3_zps5975e957.jpg


 


 


Next, a single large mesh of some ruins, a porcelain/pottery shop and a hunter's shack. You can't see it but there are some more hanging skins and some animal carcases on the right side of the shack


 


ruins_zpsc87aa9b4.jpg


 


Last for now, 2 pics of some placeable bridges - side and top views of 4 different bridges. They can't be walked on of course, but they could be used with scripts or triggers perhaps, plus tileset builders may be able to add them in and add a walkmesh. These are actually twice as high as shown with the rest of the supports sunk into the ground. Also, they could be sunk into the ground completely as possible new road types.


Left out shadows and pwks so they can be walked on, and I think a set with the width set to 50% shown would be more bridge-like, either replacing the ones above or addition to them


 


Comments and ideas welcome on that or anything else done so far.


 


bridge1_zps3e1717a6.jpg


 


bridge2_zps721958fb.jpg



               
               

               
            

Legacy_Randomdays

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« Reply #279 on: May 07, 2014, 11:33:25 am »


               

Expanding out on the bridges which will probably take at least the rest of the week.. What I'm looking at doing is, for example;


normal versions (bridge2)


half width versions (bridge2h)


normal with no rails (bridge2c) and adding placeable rails to be used with them - this would allow for corners, plus cross and T intersections


half width with no rails (bridge2hc) as above


placeable rails (2r) and half width rails (2rr)  - to use with above, or for fencing


half width tilted (2hr) - for ramps, though that may shrink all pieces from %50 width to %45 or lower to fit the ramp area better.


 


2 pics of the half width bridge 1 and 2 types below, plus a pic of the second bridge set up as a road with a ramp. Not sure if the ramp looks all that good in game.


 


I've also added a modded pwk so that you can walk under the bridge with the supports blocking movement, but if you sink the piece into the ground to make a road you can walk down it with the rails blocking movement along the edges. Shadows are present as a bridge but lost as a road.


 


newbridge1_zpsa4010189.jpg


 


newbridge2_zps701e1221.jpg


 


 


newbridge3_zpsd76b137a.jpg



               
               

               
            

Legacy_OldTimeRadio

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« Reply #280 on: May 07, 2014, 08:11:42 pm »


               

This whole thread is like Christmas every time I open it, lol!  ':lol:' Incredible work!



               
               

               
            

Legacy_Randomdays

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« Reply #281 on: May 08, 2014, 11:10:05 am »


               

Thanks OTR. Not a lot of feedback on these besides the much appreciated "likes", so not sure how these are going over.


 


For a game that was so bad it ruined and killed the series, the meshes and textures seem an almost perfect fit for NWN.


 


Question on the ramps - does anyone know an exact number on the incline degree? 30% was too low and 35% is close, but a bit off. Before I start a tweaking cycle, checking to see if there's any info out there on it.


 


Besides that issue, two of the 4 bridge types are done. I removed the use nodes I had added on all, plus removed the support part of the mesh, shadows and pwks on the ramps as they're not seen or needed. Rails on the ramps are removed as well. The new, slightly slimmer, ramps seem to fit almost perfectly now.


 


They've been tested as usable items, but with the item type and polycount, they're best used as static.



               
               

               
            

Legacy_Randomdays

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« Reply #282 on: May 09, 2014, 11:41:56 am »


               

It looks likes the game's ramp actually has a bend in it so that no matter what angle I place the bridge ramp there would be a problem. Someone with more skill can try to put a bend in the bridge ramps on release.


 


I had to redo bridge type 2 over from the start - the planking on top actually had different height layers to it making the "sinking" effect noticable as you walked on it. The good news is the type 4 bridge turned out to be a reskin of 2 so I'll just have to change textures out and resave to get the new version.


 


Working on the type 3 bridge at the moment. Below is 2 shots of the full size bridge, two pieces placed together and showing the supports half and fully exposed. Shadows and pwk in place to walk around the pillars but not through them.


 


newbridge4_zps30c03db9.jpg


 


newbridge5_zps45c42261.jpg



               
               

               
            

Legacy_Draygoth28

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« Reply #283 on: May 09, 2014, 12:57:40 pm »


               Awesome looking !!!
               
               

               
            

Legacy_Randomdays

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« Reply #284 on: May 11, 2014, 10:44:22 pm »


               

A few things done this weekend,but between work, RL and not feeling well, not as much as I would like. The hak is getting really big so a few things will get pushed into a different hak later.


 


E3 bridges are done, but I found some E2 bridges to check out as well. Type 1 and 3 have three types - full, half width and ramp. 1 has no rails to deal with and on 3 the rails turned out to be non-removable. Type 2 and its reskin 4 have seven types - the three as above, plus full and half width with rails removed, full and half width placeable rails to add where needed.


 


Two type 4 half width pieces below.


 


newbridge6_zps327937ce.jpg


 


Next, 2 pics of houses, 3 eastern/ oriental and 4 rundown Arabian for the bad part of town.


 


newhouse1_zps76b0b1b9.jpg


 


newhouse2_zpseaf01a11.jpg


 


 


Last for now is some construction placeables Killmonger was asking for awhile back. 2 different types of scaffolding in the back. Originally large rectangles, I broke them into pieces so they can be used around any size building. In front are 5 different placeables of construction materials for dressing


 


construction_zpsaec2a149.jpg