-------UPDATE:9/1/2018-------
ALPHA RELEASE 2 IS HERE!
2 new spooky/winter/fall style trees added
1 new plant added
1 new grass model added
2 veriations of the candle stand model added, non dynamic and dynamic
The plant and both grass models now have working dangly mesh so they will now blow in the wind and move when you walk by them. To see this effect on the new models, create a new area and go into area properties/visual/customize enviroment and turn up the weather-wind power.
There are 2 versions of the candle stand now,one with a dynamic aurora light that will make dynamic shadows when you walk by and one without the aurora light. Both models emitters and blender lights will turn on/off with the nw_02_onoff script. To try this out, make a new placable with one of the candle stand appearences and in the placeable object properties/scripts assign the nw_02_onoff script to the OnClick slot and make sure the placeable is useable, then click OK. after the window closes try clicking the placeable it should turn on/off. The aurora light on the dynamic model will not turn off even if you destroy it so it is better set up as a static or non on/off placeable.
New download file format is 7zip -----
--------UPDATE:11/3/2018--------
ALPHA RELEASE 3
campfire model added
cooking pot model added
roasting pig model added
These are the new fire models I have been working on. All 3 models have 2 versions, dynamic (with 2da light) and non dynamic (with animated blender point light). The lights on blender light versions are animated and have a weak flicker effect to them (you will probably only be able to see the animation effect at night).You can turn the emitters on and off with the default/on/off animations on both versions and you can turn the blender lights off/on on the non 2da versions. I made 5 new emitters for these models, 4 were made with textures from the witcher 2 and 1 I made with a picture I found on the internet that I modified in gimp. There are 2 smoke style emitters used as the steam coming off the cooking pot, 1 smoke style emtter used as the campfire smoke, 1 fire ember style emitter that throws sparks on all the fires and 1 fire emitter on all the fires that I made myself.
Alpha release 3 comes with a extra Q_compatible 2da hak that will make it compatible with Project Q 2.2 and at the request of community members it also makes it compatible with More TNO placeables by Tiberius_Morguhn and Placeables From The Witcher 1 Game by Zwerkules. The optional hak only comes with the 2da's that make them all compatible, you will have to download Project Q, More TNO's and The witcher 1 haks seperately from their project pages. If you do use any or all of these haks, make sure you place the Q_compatible hak at the very top of all your haks in the toolset.
I plan to have a CEP compatible hak ready for the next release. --------
--------UPDATE:1/24/2019--------
ALPHA RELEASE 4
Crate model added
Barrel model added
Large chest from Foltest camp added
The above items, small chest, night stand and safe all now have inside geometry and are fully animated. This was a really big test for me.I really had to learn to model and animate for this one. Enjoy. -----
--------UPDATE:5/3/2019--------
ALPHA RELEASE 5
This release was really more about quality and small fix's.
All of the chairs and the bed are now set up so you can sit on them.
All of the candles are set up and can be turned on and off now.
All of the shaders seams are fix now, no splits down the middle of any models and I redid the split vertex on all of the models.
I converted the rugs tassesl texture to a transparency one and it can now be seen on the rug model and I fixed the plant texture so it is not pixelated.
I converted one tree to use mesh plains for the leaves instead of billboard textures like they did in TW2, these leaves do have normal and spec maps . This is just me testing this out for now, I would like eveyone to check it out and tell me what they think. I have not committed to doing this with all of the trees and plants in TW2 because the process of converting them is VERY time consuming and tedious. There are good reasons for useing billboards instead of mesh plains. One they always face and move with the camera so you never see the edges of them like you do with plains. And two, unlike plains where you have to have 2 faces, one faceing forward and another faceing backwards so they do not disappear when you look at them from the back side. Billboards only need one face bacause you cannot and will not ever be able to look at them from their back side, because they always face the camera, which makes them more efficient when a game engine is set up to use large numbers of them on screen at once, which right now NWNs engine is not.
All of the models diffuse and specular maps have been compressed at the highest qaulity setting in compressonator. All of the normal maps are TGAs for now which absolutely improves their in game quality compared to being compressed into dxt1-dxt5. There are a ton of little things that I did to these models that I cannot even list them all, fixing tears in meshes, blending/editing textures and editing uv seams to make them look less obvious, editing specular values in some textures. All models are now at their default ripped size except for the chairs, so some of them will look bigger now. This was more for simplicity of porting and the game has object scaling now, so there was not really any reason to just set them to what I thought they should be in the mdl and most objects that may look too big do not have a no-walk pwk.
Oh I also turn shadows on/off on some things like the trees, because some of them looked right and some did not, hopefully the new renderer will fix all the shadow issues. I am planning for this alpha to be the last alpha release sense all the features other than compiling that I have planned are in. Going forward they will all be beta, up to the full release. The full release will not happen until we get the new renderer. -----
Attachment | Size |
---|---|
Alpha 5_HAK_unzip/install into documents/neverwinter/hak_folder (429) | 22.69 MB |
Alpha 4_HAK_OLDER_VERSION (230) | 20.14 MB |
I guess this is meant for EE and not for the old diamond version? anyway I'm happy that some modder is bringing back a bit of life and "Modernity" with new objects-textures-polygons best in NWN.
Nice
Nice!
If you wanna quit Ninja Ripper, you can use The Witcher 3D models converter. Never tried it myself but it seems WAY easier than using Ninja Ripper!
http://jlouisb.users.sourceforge.net/
Wooops, here I'm again!
I've tried it and they look good... But as an advice, redo how the normal/spec maps where added. Use the new NWHak; move those lines to a .mtr file, compile the model and add them to the hak (.mtr, .mdl and .tga/dds). That way they will load faster, will support spec/normal and work on 1.69 too. Might be tiresome but is a huge change that will make your high poly models load in a breeze.
Won't Cleanmodels3 do that for you?
TR
I will download the witcher 2 converter and try it out. thank you dafena for showing me this.
The witcher 2 (3) converter recommended by dafena works quiet well (tested Witcher 2). I tested a converstion into OBJ and imported that into Blender. A working base.
BTW: That converter does also read Witcher 1 models, but in the version I tested, they looked messy = parts out of place. So I didn't do any further tests.
Else: Nice job! A good addition, Id's say. They even seem to port that extrem fat bright coloring of the Witcher 2 game.
Yup, I wanted to make a few Witcher 1 placeables and sadly they render with render/export with bad UV and couldn't find a way to scale it insanly so it would work fine.
I don't have TW2/3 installed to test, but it seems like it works just fine. Might be better if you could select what model you want to render/export from a list, but meh. It does the job
Just a word of caution on the grass model, each blade of grass is a mesh with 2 faces. so really it is made more for accenting something rather than replacing grass everywhere in a area. If you do just start to drop them everywhere in a area it will most likely start to get very heavy on performance and fps. most games will use what is called billboard textures for grass, bush's and leave's on trees.Which are just single 4 vertex plain's with a 2d texture applied to them that are then rendered by the gpu so that they always face the camera a certain way.To give an idea of how much more heavy it is,the grass model has 1,118 verts and 851 faces compare that to 4 verts and 2 faces on a billboard. most models that are made out of billboards will have a several billboards put together to make a model look real, but still.
Disable shadows and compile it, that way you can place as many as you want without a huge impact on your perfomance. Be sure to weld them before making it double faced too.
If they are two sided and use smoothing groups, don't weld them or everything gets really dark. Often you can just set all smoothing groups for such meshes to 0 and weld them.
@Zwerkules: Again I learned something! Great.
Another approach could be to assign smoothing group 1 to the one side and assign to the opposite side a different smoothing group. At least, that worked for me for the DLA-Railings, which are designed in a similar way. If they all have the same smoothing group, one would get these dark shadings Zwerkules mentioned.
Sorry, double post.
Looking forward to more work on this, as it seems like you're wanting to do?
~The Keeper of Kissmet
https://neverwintervault.org/project/nwn1/module/gameworld/kissmet-nwn-a...
Thank you, yes I am still working on this project. All the updates and new info will be posted at the beamdog NWNEE forums, there is a the link in the description.this page will just get updated when I do new releases or add new files.
Nice.
Regarding permissions, is it OK to use this content in a module hak for NWN, then post the module and its hak on another site, with a caveat that it's not for use in other games?
Otherwise it's pretty much unusable, since authors need to be free to publish on Steam, the Vault and elsewhere these days.
Looks great.
very nice work, thank you