Worthy of much joy

New models, textures, & integration of 3rd party content.

Moderators: ALFA Administrators, Staff - Technical

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indio
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Worthy of much joy

Post by indio »

http://nwvault.ign.com/View.php?view=NW ... ail&id=183

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Haven't tried anything yet, but will investigate thoroughly.
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Thangorn
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Post by Thangorn »

wewt!!
The parts are fully tintable.
OMFG!! Ima have a field day.. MUST.TEST.NOW!

Thank god I dont have to use bloody kerbs to make walls anymore..

With this, deep sewers and chainmail bikinis I am set!!
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Thangorn
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Post by Thangorn »

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Oh yes.. this hak is indeed the shiznit..
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indio
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Post by indio »

lol

Awesome stuff. I love how you find the dark side of the force in every aspect of your building Dez.

I just love that from left field, completely out of nowhere, this hak emerges to redefine building. Stuff like this hak will give this toolset a longevity that I was worried it wouldn't enjoy.
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Grand Fromage
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Post by Grand Fromage »

This is pretty damn awesome. Thangs, can you test everything in it and make sure it works? Assuming no bugs this is a must-have for sure.
Thangorn
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Post by Thangorn »

tested most pieces and doors already..

it all seems to work well, and everything including doors tints beautifully.
I've had no baking issues, in fact due to their simplicity they bake really easily as placeables and they are walkable aswell provided you make the walking surface wide enough.
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indio
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Post by indio »

I've had to modify my placeable regime to make these work, but what a result. I use orientation and position now almost exlcusively to get placeable walkmesh right the first time, and it's as easy as pie.

So I can't see any issues with these placeables. I've used probably 70 of the 100 or so available, and all work as advertised.
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AcadiusLost
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Post by AcadiusLost »

Gentlemen (and ladies, if we've got any tooling with these currently):

Please keep your building-block urges in check for time being- we're working on merging the 2das now, but the downside of doing things right is that previously placed instances of these placeables will go screwy and need to be re-assigned appearances after we go to the new ALFA CC haks.

As such, best to hold off for another day or two before making anything for ALFA modules with this hak.
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Post by Thangorn »

havent built anything on moonsea with them yet.. i was waiting for the powers that be to approve them..

The minute you tech fiends give the green light I'll be voraciously building with them.
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indio
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Post by indio »

Yeah, I'm still learning hw to use them. I hope Aelred doesn't mind making the temple again of course, but it's probably something he'll enjoy regardless.
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AcadiusLost
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Post by AcadiusLost »

It's not impossible to update a pre-tooled area and make it work under the ALFA haks, it's just a lot of hopefully unnecessary effort.

Speaking of which, any volunteers to update all 120-odd placeable pieces to fit the new 2da numbers so others can just import an erf? I managed it for all the windows, cave roofs, arched bridges, and Deep Halls placeables tonight, but plenty left to do for Ramparts.
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indio
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Post by indio »

Yeah, I can do that.

I'm downloading the 03 hak now, and will then import the new erf.

Then I'll match the rampart placeables, upload them and send you the link. Sound right?
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indio
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Post by indio »

Damn. I've got the 03 hak installed and imported the new glass erf, but I can see neighter the glass nor the ramparts in an area. Can see them in the palette no problem. Sorry AL. Not sure what I've done wrong.
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AcadiusLost
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Post by AcadiusLost »

eh, sorry- my fault. I should have been more specific, hope you didn't waste much time with it.

Only difference with the 03 hak was the stain glass window fix- nothing to do with the current merge we're working on to add new content. In order to set up the castle parts appearances, you'd need the new merged placeables.2da file in a hak or override, along with the models and textures- then import their blueprints, switch them over to ALFA-style ones (I've just been putting credit in the "comments" field, changing the classification to, say, ALFA|Castle - associating the acf_pl scripts (not necessary if they aren't going to be made useable by anyone)- and then selecting the correct Appearance for the blueprint from the dropdown list.

All but the last step can be done collectively, by selecting all the blueprints together and opening the property tab.

For the last part, it has to be done individually- usually you can work them out based on the blueprint information, but it's a long list to hunt through. Looking at the detail of the 2da may or may not be necessary, depending on their naming conventions.

Once all is done, export the blueprints and put the erf on an FTP to distribute.

In any case, I wasn't expecting an immediate volunteer for such drudgery, so I didn't put the requisite haks up for download anywhere. Can do tonight, though.

I'd recommend against building with the "Textures" haks for now, since all that is changing with our first set of "official" CC haks. We'll hopefully be able to lock down the 2da row positions from here on out, now that we've padded out the placeables.2da with 1000 extra rows in case OE throws new base content our way with this or another expansion down the line.

Those of you who have already built with some of the custom placeables (stained glass windows, arched bridges) will just have to adjust those instances after the new haks are associated.
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Post by Thangorn »

two reskins have already been done..

both arent too bad.. I think better ones will come along aswell..

Camb's reskin
http://nwvault.ign.com/View.php?view=NW ... tail&id=20

Toupon's reskin
http://nwvault.ign.com/View.php?view=NW ... tail&id=19

I must admit I shied away from using Nytir's originals for the walls of Zhentil Keep as they were too, well clean..

which one do you guys like best? Nytir's, Camb's or Toupon's..

of course we could potentially have all three and associate them within the 2da's (making the 2da's huge) anyways.. just mulling it over.
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