Author Topic: New Building Placeable Imports  (Read 4697 times)

Legacy_Randomdays

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New Building Placeable Imports
« Reply #330 on: June 02, 2014, 09:38:19 am »


               

Major tree ports done today. Seasonal versions present on some but not all.


 


Mixed bag on usability. On some it looks like faces might have been flipped


 


I think this hak will definitely be done by the end of the week at the latest.


 


1st pic - apple, cheery blossum, banana and fig trees


 


plants16_zps7e574c88.jpg


 


2nd pic - mango, orange, pomegranate and baobob  trees


 


plants17_zps1a060d14.jpg


 


 


3rd pic - 3 different versions of bamboo


 


plants18_zps68150834.jpg


 


4th pic - birch, cypress, fir and palmetto trees


 


plants19_zps1163b78f.jpg


 


Last pic - different versions of oak trees.


 


plants20_zps26907d59.jpg


               
               

               
            

Legacy_SHOVA

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« Reply #331 on: June 02, 2014, 03:32:47 pm »


               

wonderful stuff! Many Ideas are forming '<img'>



               
               

               
            

Legacy_Randomdays

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« Reply #332 on: June 03, 2014, 11:56:13 am »


               

Last few items are complete and should be posting the hak on the new vault in a few minutes. 252 new items including seasonal variants


 


http://neverwinterva...e-earth-imports


 


Known issues - no crashes that i know of. Possible texturing issues mentioned by Zwerkules above. It seems to mainly show up against the skybox. There's a few meshes where the box around the mesh when selected in the editor doesn't fit the size of the mesh. There's 3 more palms not shown that have a white edge around the leaves. Sizing on some of the meshes might need to be adjusted up or down for individual taste. Per conversation in the thread ,I stopped adding shadows for the later items so add them if you want them. Some of the faces seem flipped so lighting looks off. I don't know how to flip faces in Gmax though


 


Anyone with more skill and experience who wants to play with them and maybe post a 1.1 version, please jump in.


 


Final pic - maple, oak and 2 palms in the back. 4 tree stumps and 2 logs up front.


 


plants21_zps6261f5af.jpg.


               
               

               
            

Legacy_Wall3T

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« Reply #333 on: June 04, 2014, 12:16:19 am »


               

Randomdays;


 


i just wanted to say thanks for releasing this content. I havent been this excited since Lord of Worm's release of his seasonal forest set



               
               

               
            

Legacy_henesua

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« Reply #334 on: June 04, 2014, 12:21:03 am »


               

nice. i hope to see that wheat with dangly mesh soon.


 


*looks over at shadowm*



               
               

               
            

Legacy_Randomdays

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« Reply #335 on: June 04, 2014, 12:28:19 am »


               

You're welcome. Hopefully you'll find them useful despite the issues wtih some of them and can work around or improve them


 


RD



               
               

               
            

Legacy_rjshae

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« Reply #336 on: June 04, 2014, 05:55:09 pm »


               

I really like the right-hand palm in that last shot. Very nice texture on those branches.



               
               

               
            

Legacy_ShadowM

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« Reply #337 on: June 05, 2014, 03:54:01 am »


               

Playing with the wheat now fixing some issues, like the uv map was cutting the top, some self illumination and the pivot was not centered on the model. '<img'>



               
               

               
            

Legacy_Randomdays

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« Reply #338 on: June 05, 2014, 04:01:34 am »


               

The pivot point problem was one of things I couldn't figure out how to fix.


 


Looking forward to seeing it in motion



               
               

               
            

Legacy_Randomdays

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« Reply #339 on: June 05, 2014, 10:00:28 am »


               

Started work on the next and possibly final EE import hak, depending on how large it grows.


 


After spending many hours among the brown rocks and the the green trees and plants, its time to head out to the open of the deep blue sea.


 


There's quite a few ships available from both games, but many of the E2 ships have a texture that's too low, and many of the E3 ships are just strange - something a drunken tinker gnome from Krynn might have thought up ( no offense Rolo)


 


1st ship below - an ancient fishing boat from E2. More on the way. As always, comments are welcome


 


boat1_zps3ba81bf7.jpg



               
               

               
            

Legacy_Rolo Kipp

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« Reply #340 on: June 05, 2014, 01:59:37 pm »


               

<some of his best friends...>


 




...and many of the E3 ships are just strange - something a drunken tinker gnome from Krynn might have thought up ( no offense Rolo)


 




None taken. 


 


But how can you tell a drunken tinker gnome from Krynn from a hallucinating rat hopped up on go-juice?


 


No offense to the rat, I mean.


 


<...are rodents, or rodent-like>



               
               

               
            

Legacy_Ssythilac

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« Reply #341 on: June 05, 2014, 03:12:51 pm »


               

Great stuff, Randomdays! Totally love that boat!


 


However, I want to ask you a question about the EE content conversions: I remember that checking your first haks some time ago (different cultures buildings, etc.) the content gives some problems, like crashing in game and things like that. 


 


I am not very active in the forums and because of that I dont remember if someone else had this problem with these first set of haks. Anyway, this new content are totally free of problems?


 


Thank you and great work again!



               
               

               
            

Legacy_Randomdays

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« Reply #342 on: June 05, 2014, 11:29:40 pm »


               

Rolo - the rat usually makes more sense. Not that I would want either one to date my daughter.


 


Ssythilac - Thanks. On the 1st hak where I was learning as I went, everything worked fine in game set to static, which is why I didn't notice any problems during testing. If not set to static, there would be  crashes due to the mdl's setup with shadows. If I just exported the mesh, the scripts would automatically assign the model the NWN trimesh attribute and set it to render in game so you could see it, and give it a shadow in game. Some of the models were so complex that the shadow would crash the game. I now assign the trimesh attribute myself and turn off shadows from the model, and create a simple shadow mesh to cast the shadow in game if needed.


 


The other thing I'm doing different now is pwks, which deals with path blocking. The 1st set, I was using a flat plane around the model to block pathing so you could'nt walk thru it. If you tried to sink an item like a rock into the ground though to give it a different look, the blocking goes underground and you could walk thru the item. The plane also does not block line of sight or missile fire, so an enemy on the other side of a house could see you and shoot or spell cast at you through the house. I now use a simple shape around the item like a box or cylinder that will always block walking if you sink the item down or not and blocks line of sight.


 


Many thanks to the members on the thread that not only pointed out the problems, but gave input on how to fix them.


 


Killmonger spent a lot of time going thru the 1st two sets I did last year, updating them with 3d pwks and fixing the shadow problems, saving me a lot of work from doing it myself. Many thanks his way. The improved version is on the new vault if you want ot try it out.


 


The last 3 haks I did this year should be free of crashes - as of yet I haven't heard of any complaints for them on any issues..



               
               

               
            

Legacy_ShadowM

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« Reply #343 on: June 06, 2014, 03:44:35 am »


               

Ok look at this wheat sample


I notice a bug if you walk in the center of the model you get a big reaction. I tried to lessen it.


Wheat Sample



               
               

               
            

Legacy_Randomdays

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« Reply #344 on: June 06, 2014, 10:24:47 am »


               

Out of all the EE2 boats and ships, I found only the one above to be truly usable. Below are 2 EE3 fishing ships from the western civ - an early raft and a standard model. Looking at the second model in game, I'll probably increase the size a bit as the cabin looks a little small compared to the PC.


 


boat2_zps55e87dc4.jpg


 


 


boat3_zps48f9da5f.jpg