Author Topic: New Building Placeable Imports  (Read 4676 times)

Legacy_Rolo Kipp

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New Building Placeable Imports
« Reply #30 on: April 16, 2013, 02:16:19 pm »


               <trying to ease people...>

You might actually find it easier to upload it to the new Vault, rather than the old.
(And it will save me one or two projects I'll have to migrate :-/ )

<...through the transition>
               
               

               
            

Legacy_Randomdays

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« Reply #31 on: April 16, 2013, 08:45:42 pm »


               Is the original vault going down?
               
               

               
            

Legacy_Tarot Redhand

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« Reply #32 on: April 16, 2013, 11:06:49 pm »


               Not immediately, but there are definite rumours from previous employees... You might want to check out the vpp thread (starting at the first page so you get a fuller understanding) to catch up on what insurance the community has come up with. 

TR
               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #33 on: April 17, 2013, 05:33:54 am »


               Totally off topic here, but isn't encouraging people to upload stuff elsewhere a guaranteed way of ensuring the demise of the Vault, regardless of other factors?

AH! (Responds to murky whispers in other dark corners...)
So the thread of the Sword of Damocles is more than just frayed, hm?
               
               

               


                     Modifié par PLUSH HYENA of DOOM, 17 avril 2013 - 05:46 .
                     
                  


            

Legacy_Randomdays

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New Building Placeable Imports
« Reply #34 on: April 17, 2013, 09:26:41 am »


               Thanks for the heads up. Hopefully I got everything I think I need, but there's so much there. The work on trying to keep it alive is very much appreciated.


Last set of screenshots before post. Soon now.

I tried to remove doors where I could so that NWN doors could be placed instead, but while EE3 models didn't seem to mind, I was getting errors with the EE2 models. Might be able to be fixed with something as simple as taking the texture and turning the door part to a solid black.

'Posted

'Posted

'Posted

my favorite of this group

'Posted

'Posted

'Posted

The western civ of EE3 has a basic blue theme I'm not liking to much, but including anyways since someone else may really like it.

'Posted
               
               

               


                     Modifié par Randomdays, 17 avril 2013 - 08:34 .
                     
                  


            

Legacy_PLUSH HYENA of DOOM

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« Reply #35 on: April 18, 2013, 04:23:12 am »


               As far as I know, you cannot place a Door onto anything but a Tileset Door Node in NWN1. You can't have a Door Node in a Placeable.

You can make a Placeable Door that can be opened and closed and you can script it to be used as an Area Transition similar to a proper Door, but it would have to be a seperate model to the building.
We Module Builders can easily enough shove Placeable Doors or Area Trans trigger boxes, etc in appropriate places beside these building models.

As with the previous Screenshots, these are looking excellent and adding no end to my desire to lay paws upon these models and start placing them everywhere... well, not EVERYWHERE, but you know what I mean... As to textures and the colours thereof, we can all make changes and adjustments to our own artistic sensibilities/needs.
               
               

               


                     Modifié par PLUSH HYENA of DOOM, 18 avril 2013 - 03:26 .
                     
                  


            

Legacy_Randomdays

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« Reply #36 on: April 18, 2013, 09:34:27 am »


               True for the tileset door node comment, but I meant with the door trick that I thought was common knowledge - Add a tile that can use a door, place a proper door on the tile, select the door and change its x/y/z location. You can't move it be dragging, but you can by right clicking on it on the left panel and picking "adjust location".  Now you can delete the tile and the door will remain behind, and still act as a door with normal transition. Just change the x/y/z and rotation to match the door space on the placeable. No need for a placeable door or scripting, you can using any door off the paint door button.
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #37 on: April 18, 2013, 09:49:12 am »


               

Randomdays wrote...

True for the tileset door node comment, but I meant with the door trick that I thought was common knowledge - Add a tile that can use a door, place a proper door on the tile, select the door and change its x/y/z location. You can't move it be dragging, but you can by right clicking on it on the left panel and picking "adjust location".  Now you can delete the tile and the door will remain behind, and still act as a door with normal transition. Just change the x/y/z and rotation to match the door space on the placeable. No need for a placeable door or scripting, you can using any door off the paint door button.

Yup.  This is a handy one.  I do this at times, and I find that placing a waypoint exactly where I want the door to end up makes getting the desired xyz (and rotation) info easier and quicker (just copy and paste over the numbers from the waypoint to the door).
               
               

               
            

Legacy_Randomdays

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« Reply #38 on: April 18, 2013, 10:42:44 am »


               Hak submitted to the IGN Vault, and new account request sent to Rolo's backup Vault to add when I can. I can't check the Vault or here when I'm at work but if no one else put's a link up 1st, I will when I can.

Hopefully its worth all the drool thats been flowing. Comments welcome of course, and many thanks to the members here for tech advice and the creators of Empire Earth 2 and 3 for the great work they did in modeling and texturing.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #39 on: April 18, 2013, 02:29:39 pm »


               <scurrying...>

On it.
edit: Account activated on Vault 2.0. Need to get to HQ to attach the FTP on Vault 1.0... About an hour :-/
edit 2: Er, as soon as I find the files...

<as fast as ridiculous wizard robes allow>
               
               

               


                     Modifié par Rolo Kipp, 18 avril 2013 - 02:16 .
                     
                  


            

Legacy_Randomdays

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New Building Placeable Imports
« Reply #40 on: April 18, 2013, 09:00:23 pm »


               IGN Vault link ; http://nwvault.ign.c....Detail&id=8217

Checked and the entry and the pics were there, but no files. Updated it and now the files are there for download.

All is good
               
               

               


                     Modifié par Randomdays, 19 avril 2013 - 08:06 .
                     
                  


            

Legacy_3RavensMore

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« Reply #41 on: April 18, 2013, 10:04:01 pm »


               New toys!!!!  *looks around*  What?  It's never to late to have a happy childhood.
               
               

               
            

Legacy_Tarot Redhand

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« Reply #42 on: April 18, 2013, 10:39:12 pm »


               @Randomdays if you use the standard form for a reply you can make that link clickable like so -> New Buildings Here! 

TR
               
               

               
            

Legacy_Killmonger

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« Reply #43 on: April 19, 2013, 05:56:33 am »


               Outstanding addition !!
Well done and useful conversions.
Thank you Randomdays !
               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #44 on: April 19, 2013, 07:08:42 am »


               Thank you for these. A lot.

PS:- I recall using that door shift a couple of times about three years ago but it had slipped from my mind since!