Author Topic: Witching NWN1 - A Witcher area conversion project for NWN1  (Read 2605 times)

Legacy_NWN_baba yaga

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Witching NWN1 - A Witcher area conversion project for NWN1
« Reply #15 on: June 27, 2015, 07:31:56 pm »


               

Love the original witcher 1 look so much. Just great stuff there guys '<img'>


The first game realy nailed it perfectly for me and nothing will ever come close to that authenticity imo!



               
               

               
            

Legacy_ShadowM

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Witching NWN1 - A Witcher area conversion project for NWN1
« Reply #16 on: June 27, 2015, 10:33:56 pm »


               


That is what he said he did, converting my NWN2 conversions to NWN1.  But unless he goes beyond the ones that I've done so far, there will be no big package to grab for some time, as it has taken me over two years so far to convert about half of the total placeables.




Oops sorry was thinking they were seperate projects. '<img'>


So many questions


Any chance on some creature model in either nwn2 or nwn1 format? (just model, textures) I can do the bone rigging, skinning animation work.


What programs are you using to extract from the witcher, model format they using?


Are there any art assets that CD project does not want extracted?


Thanks for all the hard work you have done, both of you. '<img'>



               
               

               
            

Legacy_Tchos

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« Reply #17 on: June 28, 2015, 01:07:47 am »


               

It was over 2 years ago, but I used a utility called TWArchive to extract the MDBs and DDSes from the Witcher archives.  I used the twMax import/export plugin because these MDBs are not in the same format as the NWN2 MDBs.  I used a trial version of 3ds Max with the plugin because it doesn't work with Gmax.


 


As for asset restriction, I don't know of any.  They just said "the assets".


 


And honestly, after seeing The Witcher 3, I can understand why they wouldn't mind people using the Witcher 1 stuff.  As good as the Witcher 1 is, the Witcher 3 is an achievement that really puts my humble skills into perspective.



               
               

               
            

Legacy_TheOneBlackRider

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Witching NWN1 - A Witcher area conversion project for NWN1
« Reply #18 on: June 28, 2015, 09:49:00 am »


               
...

Any chance on some creature model in either nwn2 or nwn1 format? (just model, textures) I can do the bone rigging, skinning animation work.

...

 

gerald10.jpg

 

A while back I (with the help of Shemsu-Heru - thank you again!) made a sloppy attempt to skin a Gerald mesh to NWN1-bones. As you can see, the stance is a bit stooped forward, which doesn't really look very impressive (I mean, him being THE WITCHER!). But this may be due to my lack of practise / knowledge in this matter.

 

A few more things to keep in mind is:

The body is made up of several parts: body, head with neck and a bit of the breast, eye balls, more than 1 hair part. The head mesh does also have teeth and a mouth cave, but that can be removed (for NWN1).

Thus the parts use different textures.

 

I was able to skin the body and the head separately to the according bones and that movement then kind of works. Since in NWN1 hair is part of the head and there is no hair bone, I attached the hair mesh to the head and, as you can see in the pictures, the hair  then uses the texture of the head, so the head texture would have to be extended to include hair texture (+ mapped again, I'd say).

 

If you assign the head bone to the hair, the hair starts to move away from the head while in motion. Same with the eye balls: They tend to pop out of the head! ':blink:' '<img'>

 

Due to all these issues, I didn't continue with it at that time.

 

But, yes: All meshes are available! If you want to give it a go, just tell me how to get the files to you.


               
               

               
            

Legacy_Zwerkules

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Witching NWN1 - A Witcher area conversion project for NWN1
« Reply #19 on: June 28, 2015, 10:00:36 am »


               


Oops sorry was thinking they were seperate projects. '<img'>


So many questions


Any chance on some creature model in either nwn2 or nwn1 format? (just model, textures) I can do the bone rigging, skinning animation work.


What programs are you using to extract from the witcher, model format they using?


Are there any art assets that CD project does not want extracted?


Thanks for all the hard work you have done, both of you. '<img'>




I asked Rolo to convert the children and the grandma to a format that gmax can read. As helpful as Rolo always is he did that for me.


Unfortunately I'm still too busy with the medieval city and haven't had time to work on the skins and bones yet.


If you'd like to do the rigging and animation work for those, I can upload them for you.


               
               

               
            

Legacy_ShadowM

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« Reply #20 on: June 28, 2015, 10:50:17 pm »


               

I behind on the otyugh animations because a bunch of real life stuff flooded in, but upload them and I see if I can knock them out. '<img'>



               
               

               
            

Legacy_TheOneBlackRider

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« Reply #21 on: July 11, 2015, 01:28:42 pm »


               

Here is a link to the witcher models as a Gmax scene and as mdl to import:


https://www.dropbox....1-mdls.zip?dl=0


 


Textures are converted to TGA, but original (non NWN1) DDS textures are included.


 


Please check out the "Info_Witcher_models_Gmax+NWN1.txt" for more details.


 


INFO: ShadowM got the files and will go for an NWN1 skinmesh.


 


 


Else, I didn't have too much time for this, so slow progress. Walkmesh is now fine on the Tavern area. I'm still fighting with some weired shadows on this group and I'm still trying to find a way to get a smooth transition from cobble to grass. Problem is, that the mesh is pretty twisted and thus the texture, which I used as an overlay, looks pretty smeared in some places. I have to figure out a better way to accomplish this.


And I have one rual house ported (together with a working shadow '<img'> ).



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #22 on: July 11, 2015, 05:14:20 pm »


               

Shadows must be horrible to fix for NWN... and i personaly would just get rid of them all together. The witcher one geometry is pretty complexe compared and could slow down the engine a bit to tough '<img'>.


 


But it´s great you are doing this '<img'>



               
               

               
            

Legacy_ShadowM

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« Reply #23 on: July 11, 2015, 08:50:04 pm »


               

Actually the shadow bones he included are working fine in game for shadows, but like you say the high vertex count is what I been beating with decimate modifier in blender with a stick to get a good balance of count and look LOL. I might post some screen shots later of some of the work but for now it lunch time.



               
               

               
            

Legacy_TheOneBlackRider

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« Reply #24 on: July 29, 2015, 04:17:13 pm »


               

Just a small lifesign. Of course, I'm still at it, but RL kept me VERY busy, so I made only little progress. I'm still trying to get some working shadows for the tavern area. Some do work now. Also did I start with an idea for the cobble paths on that area. It's not finished and nothing worth a new screen.


And I'll be away for a couple of weeks. Will continue after my return and hopefulle have a new screen by the end of August.



               
               

               
            

Legacy_Zwerkules

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« Reply #25 on: August 02, 2015, 11:00:32 pm »


               

A new version of the placeables hak is available at the vault: http://neverwinterva...-game-witcher-1



               
               

               
            

Legacy_The Mad Poet

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« Reply #26 on: August 02, 2015, 11:38:57 pm »


               


A new version of the placeables hak is available at the vault: http://neverwinterva...-game-witcher-1




 


Unfortunately all the board is let me 'Like' this. That's wrong. I 'Love' this!


               
               

               
            

Legacy_henesua

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« Reply #27 on: August 03, 2015, 01:35:24 am »


               

YAY!



               
               

               
            

Legacy_TheOneBlackRider

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« Reply #28 on: September 05, 2015, 04:58:33 pm »


               

tw1_ta10.jpg


So I have this custom door. It's working nicely so far except, that the top of the green toolset selection frame is way above the door. This seems to have something to do with the glowing, when the door has an area transition, because then, the glow is also as large as the frame (when the door is CLOSED -> when this connected door is open, it's only the SAM-"glow" as usual).

If the door is not connected, all is well: You point at the door, the glow is that of a normal sized door.


This is a double door, which has just about the size of a normal NWN1 door, so this is what I did:

I took a NWN1 double door (TCN_UDoor_02) as a base. Then I resized this NWN1 door to match the cutom mesh (door mesh, SAM, DWK). Then I linked the custom meshes to the door  wings of the NWN1 model, set the NWN1 model to NO render and removed that texture, so the NWN1 mesh would not show.

Seems to be working nicely! The custom door uses the animation of the NWN1 door.


I re-checked the model (and CMed it, too), but I couldn't make out anything, which is connected to a set area transition glow. All verts of the meshes are not higher than the custom door mesh.


To test this model, I added a line to the genericdoors.2da:


 


             Label                   StrRef   ModelName   BlockSight   VisibleModel   SoundAppType   Name  

27         TW1_RualTav01  5349     tw1_door02   1                   1                       1                           111931


 


I placed a generic door and adjusted its appearance (remark: 111931 = "Special").

Of course, I'll be adding this door as a tileset specific door to the set file, when it's finalized, not as a generic door.


What is causing this?



               
               

               
            

Legacy_Zwerkules

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« Reply #29 on: September 05, 2015, 09:24:36 pm »


               

I took a NWN1 double door (TCN_UDoor_02) as a base. Then I resized this NWN1 door to match the cutom mesh (door mesh, SAM, DWK). Then I linked the custom meshes to the door  wings of the NWN1 model, set the NWN1 model to NO render and removed that texture, so the NWN1 mesh would not show.
Seems to be working nicely! The custom door uses the animation of the NWN1 door.


The size of the green selection thingy depends on all the meshes, maybe even those that aren't rendered. Try removing all faces of the unrendered meshes but one near to the ground and see if that solves the problem.