So I stumbled into a new side project...
A while ago, I got myself " The Witcher 1". I instantly liked the looks of the areas very much, so the idea of porting them came to my mind, since CDP were (kind of) using the same engine.
In addition to that I was very inspired by the NWN2 conversion project of Tchos.
Witcher placeable conversion project by Tchos
http://forum.bioware...ersion-project/
And CDP seem to have allowed such doings (see URL above / Tchos' post).
So I decided to check, if and how porting of buildings is possible. I remembered, that Michael DarkAngel (MDA) did an approach some years ago, which got lost. Well, I contacted MDA and he actually took a dive back into his importer and greatly improved it:
http://www.tbotr.net...=3&ssid=3&dlid=
EDIT: Something is wrong with that link. The right download page doesn't show up...Try:
http://www.tbotr.net/modules.php
Click Downloads -> twMax v2.05.05.0 should show. If not, click The Witcher and then you should see it.
Again: Many thanks for your correspondence and time, MDA!
And here is a sneak of the result so far:
CDP did use a different approach: The (outside) areas are huge, the walkmesh is one piece and as large as the whole area plus blocking walls are placed in a none NWN1-manner, no tree models (they use "Speedtrees"), backdrops and most difficult: They used a kind of terrain painting technique (Quote MDA: "they paint the texture onto the mesh"): The ground meshes don't have a certain texture assigned. IG they mix them somehow, eg. grass, cobble, dirt in various states of visibility. That is not easy to mock in an economical manner in NWN1 (at least for me).
Also the general scale differs (a bit smaller). And the poly count is higher than the NWN1-avarage one.
After some testing, I found a workable scale and I was able to trick the walkmesh modifier, which seems to crash, when applied to a mesh a big larger than 800 or so faces. Also did I figure out a way to tile slice a large complex (higher poly) model without the slicer crashing.
What you see above is still a very rough (but working) result. The wooden building is the tavern group of the outskirts of Vizima / Wyzima. It's an 8x8 group.
I do have shadow issues (though I shadowed only a few selected parts - shadowing every object will drag down the performance quiet a bit). The ground texture is not finalized. The Witcher-doors are not implemented (NWN1-doors differ a bit in size).
There are no day and night animations so far.
The export was without "sanity check", but the models are CMed.
Also ATM it's a complete port with all that was part of the area. I'm thinking of eg. remove the wagons and make them available as placeables.
The stone houses are the ones in front of the bridge leading into Vizima / Wyzima. These buildings are just for show (ATM) = jammed them in as a (big) placeable. Plan is to turn them into tiles some day.
Tileset base is a striped down rual TNO terrain only (so no TNO-features, groups, city / castle / sea cliffs / lake terrain).
Also special thanks to Shemsu-Heru, who gave me some info on skinmeshing NWN1 models. I did get an result, but it didn't look very well, since the witcher character models are made up of several parts and I got some eye ball popping out while moving around. Interesting sight! '>
Also would this technique mean not to use the dangle mesh on the hair. The head model in the screens is not finalized. The hair mesh needs to be reworked, because the original texture uses an alpha, which doesn't work (= look nice) with the metal look of body parts with transparency. And it still needs to be "dangled".
For the screens, I created a head only version of the original model. It still is made up of several parts and uses the original texture.
The armor is another (not finalized) attempt to port an armor. Here I learned, that I lack the practise to texture bodyparts...
As written in the beginning: It's a side project of mine, so I'll be fiddling with it as time permits and progress may be slow. So, if anybody wants to join in the converting process, just drop me a note, so we can coordinate.