[Building, medieval] Siegeweapons Workshop [06/01/06]

Duke van Frost

Lunatic Killer Robot
Joined
Jan 24, 2006
Messages
770
Location
Darmstadt, Germany
This ones for Kael, to make up for the fact that I´ll borrow some buildings from FfH2 ;)

I think the "Leaf" has to be 5x2 in the .xml, but I haven´t figured out how to add one, so you´ll have to use the 4x2 one (the one in the screenshots is the 2x2 - I just replkaced barracks for the test)

preview:

Preview SiegeWorkshop.jpg


the zip (button included):

View attachment SiegeWorkshop.zip


I hope you´ll have a use for this.
 
Good you´re here Chalid,

I got one question for you:

How can I add a node to it that I can see in the Nifviewer - I want to add chimneysmoke effect and sound (tried it with a Dummy but it didn´t show up as a Node - or anything at all - in the Viewer.
OR: can I move things in the Nifviewer, for example the smoke effect, after I added it to the SceneRoot Nod?
 
yes you can simply add it in nifwiever to the scene root and move it around. that is what i did :).

if you press the play button (and copy the used .dds from the art/shared - folder) you can also see the smoke animation in nif viewer.

But for your original question: to do a dummy that is actually existant in the nif you have to set the property NiOptimizeKeep=1 in the 3dsmax properties of the dummy.
 
Chalid said:
yes you can simply add it in nifwiever to the scene root and move it around. that is what i did :).

OK? I wanted to know how to do this, because I tried yesterday and didn´t succeed :cry:
 
What was the problem? Moving around works with the translation modifier.

Oh one more thing: You have to add the entire effect including the scene root of the effect. otherwise it would not work. maybe that was your problem.
 
very nice work, perhaps the texture of the house can be a bit darker, but otherwise really relly nice!!!!
 
Awesome job Duke :thumbsup: I wonder if there's a way to add a permanently working worker in there.
 
Rabbit said:
Awesome job Duke :thumbsup: I wonder if there's a way to add a permanently working worker in there.

Yeah, I´m sure there is a way, but not until I´ve learned how to do animations - and that will have to wait, until I´ve done some .xml work for the WHFB Mod.
 
Very cool, I feel bad that it took me so long to find this (Im officially older than Ploep). But awesome work! Im checking it into FfH2 now. :D
 
Kael said:
Very cool, I feel bad that it took me so long to find this (Im officially older than Ploep). But awesome work! Im checking it into FfH2 now. :D

I feel bad now since I normally point these obvious things out!
 
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