Author Topic: Custom Content Challenge: May 2015: World of The Elder Scrolls  (Read 4506 times)

Legacy_Shadowing2029

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Custom Content Challenge: May 2015: World of The Elder Scrolls
« Reply #60 on: May 08, 2015, 11:10:03 am »


               

ok i have around 50% of the daedra and aedra banners finished by now.


Oh and i also finished Ogna Infinium and azura star (2 variations)


               
               

               
            

Legacy_Tarot Redhand

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Custom Content Challenge: May 2015: World of The Elder Scrolls
« Reply #61 on: May 08, 2015, 12:49:07 pm »


               

I have done an additional 14 things to go on the walls, making 25 in total now. These are the other 14 ->


 


ES%20Banners%20Test_0001.gif


 


I have a small number of icons and (non-wall) placeables to do next. After that I'll probably need some help. I've got images of stained glass windows - 1 for each of the 9 but don't really know how to make them more window like. Also, I have a further problem with the flags. As textures for NwN have to have dimensions that are powers of 2 I have added transparent areas (above & below) to the flag images. I then did an uvw unwrap/edit in the model to make the image fit properly. When I try to export I get three sanity check errors and the only thing that is exported is the Aurorabase. Now I know that the problem is all down to me because when I import the unmodified model and try to export that, I get the same results. I am just glad that I saved my work in a *.gmax file. Cest la vie. If anyone wants to look and try to get me a working flag model I have put an archive containing the relevant files on dropbox here. Thanks for any help.


 


TR



               
               

               
            

Legacy_GunnersaurusRex

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Custom Content Challenge: May 2015: World of The Elder Scrolls
« Reply #62 on: May 08, 2015, 06:36:47 pm »


               

I suspect the sanity check errors are due to the way gmax deals with emitters, since I had the same issue when trying to export from gmax (both with the original flag and the edited version). Neverblender wouldn't even import the original flag, and although an older version would, when placed in game the emitters would constantly be firing, spraying dust and chunks of wood everywhere. In the end I just ended up modifying the mdl file with a text editor to get the 16:9 version of the flag. Maybe Lisa was using 3ds Max, or a different export script.


 


Regardless, (unless I'm missing something) it's possible to get the effect you want from the file I sent you. Just use Photoshop/Gimp/whatever to stretch your 16:9 image to the full size of the texture. It'll look stretched on the tga/dds file sure, but since the UV map is applied to a 16:9 flag it'll stretch back the other way and display normally in game. As below (using the example flag you posted earlier in the thread):


 


y7dECvE.jpg


 


If you want to do more, just copy the mdl file and open it with a text editor. You can change the name to whatever you want, and change the line that says 'bitmap Flag31' to replace 'Flag31' with whatever your texture file is called.


 


Hope that helps!



               
               

               
            

Legacy_Tarot Redhand

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Custom Content Challenge: May 2015: World of The Elder Scrolls
« Reply #63 on: May 08, 2015, 08:36:56 pm »


               

@GunnersaurusRex Thanks I'll try that (You mean I'm not a total wombat? ':whistle:' ).


 


I have the 5 non-wall placeables and matching item icons done now ->


 


5%20Placeables.gif


 


I'll see about adding a script or two so that they act as single items in game (i.e. placeable x = item x - think micromaps without the vfx). Then onto the maps maybe.


 


Ooops! I meant flags in that last sentence not maps.


 


TR



               
               

               


                     Modifié par Tarot Redhand, 08 mai 2015 - 10:59 .
                     
                  


            

Legacy_Shemsu-Heru

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Custom Content Challenge: May 2015: World of The Elder Scrolls
« Reply #64 on: May 09, 2015, 02:05:43 pm »


               

Daedric_Crescent.jpg


 


Daedric Crescent Blade"; Two versions, based on the Morrowind version. recreated and added as two-bladed sword models....


 


Daedric_Crescent01.jpg


 


Probably the most rare and even outlawed item of all the great prizes is the Daedric Crescent Blade. The Blade was used by Mehrunes Dagon's Daedric forces in the capture of the Imperial Battlespire. These extremely unique Blades were gathered up and destroyed after the Battlespire was recaptured by the Empire. All but one it seems. Though the Empire believes them all to be destroyed, it is rumored that one still remains in existence, somewhere in Tamriel, though none have ever seen it. The Blade lends it's wielder the ability to do great damage on an enemy and allows him to paralyze and put heavy wear on his enemy's armor. Quite the prize for any mighty warrior, if it does indeed exist.



               
               

               
            

Legacy_Shadowing2029

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Custom Content Challenge: May 2015: World of The Elder Scrolls
« Reply #65 on: May 10, 2015, 09:50:11 am »


               

2lqpfc.png


2d8j2ox.png


Banners  fo nearly all divinities of Nir + ogha infinium and azura star



               
               

               
            

Legacy_Tarot Redhand

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Custom Content Challenge: May 2015: World of The Elder Scrolls
« Reply #66 on: May 10, 2015, 11:47:15 am »


               

@Shadowing2029, Is it the picture or is the aspect ratio of nearly all the banners, off? If so it is easy enough (just a pain in the donkey(danged nanny software)) to fix, just widen the model.


 


TR



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: May 2015: World of The Elder Scrolls
« Reply #67 on: May 10, 2015, 11:59:07 am »


               

Mehrunes%27%20Razor.jpg


 


"The Razor is Mehrunes Dagon's personal artifact. It has always heralded bloody change and carnage." — Silus Vesuius


 


 


This is a NWN conversion  from a Morrowind MOD - "Oblivion' Mehrunes Razor Replacer"  By Plangkye:


http://www.nexusmods...1&gid=100&pUp=1



               
               

               
            

Legacy_Wall3T

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Custom Content Challenge: May 2015: World of The Elder Scrolls
« Reply #68 on: May 10, 2015, 06:52:22 pm »


               

somehow im more excited than i should be to see mehrunes razor. it recalls my time spent in oblivion trying to find the thing only to throw it away. The one from Skyrim was far superior, and nice touch for its detail quite spot on! ':lol:'



               
               

               
            

Legacy_Tarot Redhand

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Custom Content Challenge: May 2015: World of The Elder Scrolls
« Reply #69 on: May 11, 2015, 12:12:28 am »


               

The scripts are finished and working now (see my previous post). So what do they do? I'll show you ->


 


ESB_Test_00.gif


 


Watch the placeables on the floor and the inventory panel.


 


ESB_Test_01.gif


 


When you "use" one of the placeables the Pc does an scrabbles on the floor, the corresponding item is placed in the PC's inventory


 


ESB_Test_02.gif


 


And the placeable is removed. This emulates picking the item up and putting it in your inventory.


 


ESB_Test_03.gif


 


Already picked up 3 and going for a fourth.


 


ESB_Test_04.gif


 


As the placeable fades a new item appears in the inventory.


 


ESB_Test_05.gif


 


Done. Just one to go.


 


ESB_Test_06.gif


 


Got the lot, so what now?


 


ESB_Test_07.gif


 


I know let's drop them again. Just stand where you want it to be dropped and drop...


 


ESB_Test_08.gif


 


Let the PC fiddle about...


 


ESB_Test_09.gif


 


Voila! Dropped. Now repeat for the other four and you get...


 


ESB_Test_13.gif


 


An empty inventory and five placeables back on the floor. You can repeat this ad-infinitum.


 


The thing is the scripting (apart from a little hiccough - see scripting forum) is quite simple to achieve this. One thing is that while I could have combined all the small scripts into one, I have left them separate in case anyone who wants to use say just of of the placeable/item combos doesn't need all the rest of the scripts to do so.


 


TR



               
               

               
            

Legacy_Tarot Redhand

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« Reply #70 on: May 11, 2015, 08:48:47 pm »


               

OK, I've now got around to doing the flags. There are 17 of them. They are based on Lisa's Standards with a modified model by GunnersaurusRex to my specifications. There are 17 placeable flags...


 


ES%20Flags%200.gif


 


and 17 holdable item flags...


 


ES%20Flags%201.gif


 


Not being satisfied with that, I have written a single script to tie the placeables and items together. If you use a placeable flag it is destroyed, an identical item flag is created on the PC and then equipped to the left hand after anything that was in the left hand is unequipped. To disable this behaviour simply untick the usable checkbox in the flags properties.


 


Credit where credit is due. I derived the textures for 14 of these flags from the work of a single deviantArt contributor - okiir.


 


TR



               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #71 on: May 12, 2015, 01:30:39 am »


               


OK, I've now got around to doing the flags. There are 17 of them. They are based on Lisa's Standards with a modified model by GunnersaurusRex to my specifications. There are 17 placeable flags...


 


ES%20Flags%200.gif


 


and 17 holdable item flags...


 


ES%20Flags%201.gif


 


Not being satisfied with that, I have written a single script to tie the placeables and items together. If you use a placeable flag it is destroyed, an identical item flag is created on the PC and then equipped to the left hand after anything that was in the left hand is unequipped. To disable this behaviour simply untick the usable checkbox in the flags properties.


 


Credit where credit is due. I derived the textures for 14 of these flags from the work of a single deviantArt contributor - okiir.


 


TR




 


From an appearance standpoint only, and just as a suggestion.  Those flags are way to static and flat looking.  There are a few that look wavy etc, but most do not.  If you are up to it, you might want to consider making them with animesh verts so that they would respond to the normal wind, and vary the weights of the verts between a couple different models so that they blow around a little differently than each other, if you follow what I mean.


 


Otherwise, what you have added does add some more variety to the flags available.  Keep up the good work.


               
               

               
            

Legacy_Tarot Redhand

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« Reply #72 on: May 12, 2015, 02:25:52 am »


               
Bannor, as I said in my previous post, these are based off of Lisa's work. As I normally only do planes, I only understand enough to get those to work. Here is what I suspect is the relevant section from one of the models. 



node danglymesh Flag
  parent damage82
  position 0.0 0.0 0.0
  orientation 1.0 0.0 0.0 0.0
  wirecolor 1.0 1.0 1.0 
  tilefade 0
  scale 1.0
  render 1
  Shadow 1
  beaming 0
  inheritcolor 0
  rotatetexture 0
  alpha 1.0
  transparencyhint 0
  selfillumcolor 0.0 0.0 0.0 
  ambient 0.8 0.8 0.8 
  diffuse 0.8 0.8 0.8 
  specular 0.0 0.0 0.0 
  shininess 1
  center undefined
  period 0.4
  tightness 0.7
  displacement 0.9
  showdispl true
  displtype 1
  center undefined

TR




               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #73 on: May 12, 2015, 02:55:27 am »


               

It would actually be fairly easy to accomplish, and I have a tutorial created regarding how to do it


 


AuroraFlex - some folks call it Animesh


 


It requires you to edit each individual .mdl file that you wish to give the movement to.  But you do NOT need to add that movement to every flag.  Each one you edit should likely be a slightly different weight at the bottom or top of the vertice columns that you choose to edit.  IE if you want the flag to stay straight along the top edge, but have the bottom move with the wind, you would set the top verts to 1 I think, can't quite remember which way the scaling works, but once you figure out one of them, it will be easy to adjust all of them fairly quickly.  It does require Gmax or 3dsmax to make these sorts of edits though.  Although you _might_ be able to accomplish this by using a text editor, I have never tried to accomplish this sort of edit by text editing though.



               
               

               
            

Legacy_Tarot Redhand

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« Reply #74 on: May 12, 2015, 09:51:26 am »


               

Thanks for the tutorial Bannor. Turns out it was unnecessary though. It would seem that the Bioware Rural tileset defaults to having zero wind. Turn the wind on and they flutter pleasingly.


 


ES%20Flags%202.gif


 


Catching it in a screenshot is not so easy though. Onto other matters.


 


Would someone like to make a shield with a design that I have come up with?


 


Skyrim2.gif


That is the Seal of Skyrim apparently. I got a black and white image of the shape and coloured it in. The above image is a quarter of the size (512x512) of the one I've made (1024x1024). Also the above image is on a white background whereas I have a version on a transparent background. Anyone who wants to use it for a shield just pm me, telling me what size you want it reduced to and I'll let ou have an address where you can download it from.


 


As I mentioned earlier in this thread, I have 9 images of stained glass windows of the nine. For those that don't know, the nine are the gods of the world of the Elder Scrolls. Anyway, here is a contact sheet of the (reduced) images.


 


nine.gif


 


The thing is I don't know how to make them look more like stained glass windows or how to model the necessary surrounding stonework. So, again, if anyone would like to try just pm me and I'll bundle these into a 7z and give you an address to download them from.


 


TR