Please never stop the good works
Despite the changes at Bioware.
Your tileset(s) are the very corner stones of good gaming
(I mean that for all tile set creators too)
Ty
Il y a 235 élément(s) pour Killmonger (recherche limitée depuis 06-août 06)
Posté par
Killmonger
sur 31 juillet 2016 - 03:26
dans
Custom Content and Community Expansion Pack
Please never stop the good works
Despite the changes at Bioware.
Your tileset(s) are the very corner stones of good gaming
(I mean that for all tile set creators too)
Ty
Posté par
Killmonger
sur 31 juillet 2016 - 03:18
dans
Custom Content and Community Expansion Pack
Yikes
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Say it isn't so....
Your work has been a tremendous boon for this community.
When RL settles down some, I hope that you will re-consider and return.
We won't forget you.
Thank you for all that you have done for us.
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Posté par
Killmonger
sur 31 juillet 2016 - 02:55
dans
General Discussion
:angry:Grrrr !
Bloody technocrats and their notions of new and improved....
It cost them very little and garners great loyalty to their brand over many years.
A centralized place that everyone (of many generations) can relate to, from numerous platforms.
No, instead, because of "progress" lets scatter the info to the four corners of the net and rely upon other "new" services to gather the data.
Stupid.
After all these years,
I am irritated beyond description that Bioware would close these legacy forums.
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Whatever can be salvaged from these forums needs to be protected and enshrined for future players.
A tremendous "Thank you" to all of you who have the technical skills to make it so.
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Fantastic amounts of love and care have already gone into our beloved game(s).
It would be terrible to waste the enormous trove of technical know how that has been freely contributed by the community.
For myself, I am devoted to the Nwn experience.
There has not been another game like it since it was published.
It is not surprising that the powers that be would like it obscured.
Let us confound them.
Long live Nwn
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I implore the community at large to widely communicate solutions to this problem and enact them quickly.
I shall always support my game community any way that I can.
But let us work together in a co-ordinated manner.
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Posté par
Killmonger
sur 13 juillet 2016 - 09:37
dans
Custom Content and Community Expansion Pack
Assuming you have 3d modeling software, the answer is to rotate the pivot of your model relative to the Aurorabase.
Find a model that works like you intend and replace it with yours.
But before you do that, examine the pivot of each mesh and make yours like the one that works.
When you rotate (your) pivot be sure not to move it or scale it from where it resides in the model that already works.
What I mean is that it must line up exactly.
If your mesh is isolated (Not part of hierarchy nor attached to the Aurorabase) then after you rotate, reset the Xform.
Be sure to collapse the Xform modifier before saving.
Then check your nomenclature (chest000) in the model [delete the chosen working mesh] and upon the Aurorabase and link yours and the base together. [Alternately, select, insert and name a new base at 0.0.0 and check the correct boxes and then link]
Save & Export.
Before you continue, edit your 2da so all the particulars of your model are identified by the game engine.
As I recall, part models cannot have animation. So you may want to write a script to swap out the model at the correct time.
Or perhaps include it like an overlay (chest, belt, robe, vfx) so it might erupt through whatever the character is wearing.
Also don't forget to make some placeable corpses (Use some of the preset Bioware Npc models with your original non pivot rotated mesh)
Hope that helps !
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Ps Read and re-read the Custom Content Guide v3 by Elgio
Posté par
Killmonger
sur 12 juillet 2016 - 10:43
dans
Custom Content and Community Expansion Pack
Ouch. ![]()
You got me....
Too much RL mongering has precluded my own effort upon this very phenotype idea.
Although I positioned the PC into a kneeling stance the answer to your question can be resolved in Z axis placement of the boat/ tail mesh.
My own efforts progressed along a forced perspective notion.
The boat needs to sit upon the water properly. But the inside of the boat could be a mesh slightly higher than the hull of the boat (above the water line).
The intersection of the plane of the water and the interior of the boat cannot be avoided. But it can be hidden. Perhaps beneath gear inside the boat
Waves and /or bobbing of the boat will be seen within the hull.
The juxtaposition of the hull into the rock is a more complicated problem. It cannot be completely avoided. Like when a fighting character intersects with a wall or a door. However, editing the 2das under personal space is one method and the creation of scripted trigger areas (zones) can mitigate this issue.
My original intention was to create a white water river canoe pheno using special animated placeables for the river bank (see the mine cart video, and then look at how the skybox works in the overland travel microset, and then there is the animated ships and aircars (d20) which traverse upon splines)
Good work Quevy !!
Keep experimenting and you will get amazing results.
I have numerous similar projects just begging to be finished but recently I have had no time to concentrate upon them (sigh)
Long live Nwn
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Posté par
Killmonger
sur 04 décembre 2015 - 06:28
dans
Custom Content and Community Expansion Pack
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!!
Ty
Posté par
Killmonger
sur 19 octobre 2015 - 11:22
dans
Custom Content and Community Expansion Pack
"If you see a fork in the road, Take it" <Yogi Berra
" I will, if it is a silver one" <path node behavior
<Breathless as to the evolution of this thread, MD...>
If I fully understand the limitations of Nwn1,
The game engine would marshal it's resources along the existing nodes as per standard script and the Pc could wander at will. (?)
I vote for option 3 !!
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Posté par
Killmonger
sur 08 août 2015 - 04:59
dans
Custom Content and Community Expansion Pack
@MD
Nice model. It would make a good base model for a Kraken.
imho
Posté par
Killmonger
sur 08 août 2015 - 12:38
dans
Custom Content and Community Expansion Pack
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Wow !
Just more applause for you MD ....
"
."
Posté par
Killmonger
sur 08 août 2015 - 12:30
dans
Custom Content and Community Expansion Pack
GAHH !
Numerous cpu/ hdrive meltdowns and RL cause me to miss out on these last few challenges.
I can't barely stand it that I have no time to concentrate upon some various submissions.
(Many wips in abeyance...)
I just adore so much the work that the you all (ccc contributors) have accomplished so far.
Shemsu-Heru:
I really like the dolphin !
( Fyi: I have many other deep sea meshes/textures that came from previous harvests)
Please consider that the shark anim is only the beginning (I was working on it too)
Dolphins have numerous behaviours that could be well captured by custom animations.
But I have had no time to work on it .... ![]()
Posté par
Killmonger
sur 27 juin 2015 - 04:45
dans
Custom Content and Community Expansion Pack
There are detailed instructions within other threads....
Use the search function ("Reset Xforms") within the Omnibus to start.
In short form:
Depends on which software or plugin that you are using.
In max the function can be found in the utilities rollout (the hammer, upper right of main screen)
However it will require that the your hierarchy be disassembled and then after reset you will need to collapse the modifier stack on each part of your model and then re-assemble the desired hierarchy. Very labour intensive, but it should instead become necessarily part of your standard work flow procedure.
Alternately:
In MDA's NWmax plus (v5.06.01) plugin, it can be found under Mesh Tools. It has the advantage of working without having to disassemble your hierarchy. It automagically does the whole procedure, but you will want to be sure that Safe Pivots is selected. Btw, it won't cope with skinmesh, so you'll have to fix your hierarchy after resetting. (other elements of your fine wip may also require adjustment)
Carry on...
Posté par
Killmonger
sur 30 mai 2015 - 05:34
dans
Custom Content and Community Expansion Pack
Great sheets of flame engulfing whole forests,
Large and enduring bonfires....even lakes of fire...
Enormous building sized conflagrations, burning castles, citadels and more....
Wide corridors of flame and ash....rising high into the sky...
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Alas, Nwn still does not yet have such good expansive and enduring effects.... ![]()
In addition to the above.....there was also:
Red Golem's material effects (mfx + addons) , It is in the vault....
A fire placeable could be replicated as part of the dynamic script.
That said,
New fire placeables need to be created which can get large over time.
Perhaps this would be a place where the Scale modifier in max could be useful in Nwn (?)
Maybe large 2d sprites could sport an animated fire texture <see other threads about this>
Alternately,
<imho>
A new animated 3d fire appearance/placeable may be tied to a "Game of Life" script
(which could allow a fire to spread and get larger)
Fire is as elemental as life.
I mean, it almost qualifies as a life-form.
Maybe some enterprising individual(s) should get "fired up" by this necessary project
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Posté par
Killmonger
sur 09 mai 2015 - 01:54
dans
Custom Content and Community Expansion Pack
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Excellent progress GRex !!!
No misunderstandings here.
Your good works in this regard will always be appreciated by the community at large.
<applause>
So, moving forward,
Hands. Could we also have a textured open hand002?
Necks. A very muscular man's neck is connected to his torso more massively than average.
also Eve's neck is different than Adam's (without a lot of words required)
Belts. A sublime opportunity............ ![]()
Fatness or belly could be a belt type. (Pregnancy too)
also, there are a few anatomical elements that might be useful, breathing for example...
What ever you are up for GRex, me too!
Just now, really lookin forward to seeing that 1000 poly geometry go !
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<returning from mongering, only briefly>
.....
Hey, <just a passing notion, all....
Could facial expressions (or mouth, eyelash movement) be a head oriented vfx?
Posté par
Killmonger
sur 30 avril 2015 - 10:55
dans
Custom Content and Community Expansion Pack
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Good job !
Nice texturing too...
(big project though,
)
Pragmatic choice for hands and feet, but could the gender types be more pronounced?
aka Dainty or Rugged
Males and female types could use as much variation as possible.
Thin, normal, heavy and heroic ?
<imho>
Out of curiosity:
How many poly's do each and all of the parts collectively contain?
Neck types?
Belt types?
Will the polys ever overlap current clothes and armor models ?
Flex modifiers?
Anatomy? .... er, does anyone happen to remember "Den" from Heavy Metal ?
Thanks in advance,
(for tastefully working upon this necessary facelift !!)
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Posté par
Killmonger
sur 03 avril 2015 - 11:03
dans
Custom Content and Community Expansion Pack
<Just between jags of mongering work>
Lots of small ambience building potential here.....
Like Dom Queron's works?
Placeables to help set the scene (like the "rocking old lady")
Many of the above mentioned placeables lend themselves to "simple modeling"
(which might encourage new users to model)
The useable butter churn comes to mind...
A useable (?) backgammon game.
or various types of kitchen mess....
Animated creature placeables are full of possibilities too:
Animals that perform very simple behaviours (a sleeping cat/ dog, bear? etc)
Old man smoking his pipe (in the rocking chair?)
A jeering and/or cheering group of drunken pub patrons
A stationary mob (pitchforks and torches)
...imho...
Also :
sleeping monsters...( a dragon for example)
A city/ harem watchman/ honour guard,
standing at attention....
(recalling the Monty Python-esque door/city guards)
<which could imply generic conversational recipes>
&:
a beckoning harlot. (perhaps from a balcony)
A musician playing drums/ horns/ fiddle
A "broken" street beggar (perhaps on wheels?)
"Break a deal? Spin the wheel" < a cruel justice device ?
<must go afk..... more mongering to be done>
Posté par
Killmonger
sur 11 mars 2015 - 05:36
dans
Custom Content and Community Expansion Pack
@TR Wow......Well done, sirrah.
I barely recall that collage from RS1...
it was one of those oversize colour mags (?)
<Thanks for that trivia piece>
Great job at the creation of it.
Nice.
<Just adored the eternal champion saga within the Young Kingdoms too
>
Posté par
Killmonger
sur 10 mars 2015 - 04:44
dans
Custom Content and Community Expansion Pack
Even more awesomeness !!
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TR> Really good map of the hyborean age !
(I'm curious to know the original source)
Shemsuheru> Loving the fine steel
RE Howard's saga is what inspired me from the first to be interested in D&D.
Who could forget the crucifiction scene with the buzzard?
These last few months, RL has kept me too busy to contribute <damn>
Here are some other ideas for folks:
"Thak" <the ape like monster
Aquilonian chariots.
Banners and flags of the realm
Courtesans of the nobility
Senile kings
Evil wizards (Thoth Amon) and any "altars of ancient doom"
The harem girls ![]()
Princesses
Conan himself (Fyi: I have an old, very high poly 3ds mesh from the net)
Inspirational artwork from Frank Frazetta.....
Thanks for your efforts guys
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Posté par
Killmonger
sur 26 février 2015 - 11:47
dans
Builders - Scripting
The loss of Ai for a while is not a problem. It means that the forces may have to be commanded to regroup on occasion.
Furthermore, as they proceed to their destination if their "morale" is distracted then that's why a PC needs to do his own dirty work rather than send in these poor conjured saps....(lol)
Just some clarifications
Re:
1) The number of creatures would be dynamic via selection (?)
If a bounding box could be drawn (in game) all selected would be affected.
Alternately a list could be presented of the available critters and their respective roles
2) Perhaps the positional arrangements could be formalized by a user via a pre set 2da
Or,
Selection could also be by type. Aka all warriors, then select and command, all archers, then all spell casters
3) Standard formations about a location (two types: loose and close quarters)
In a line, with the median individual as center
Or, # abreast (2x2, 2x3, 3x3) < also defines a box formation, and escort function
Diamond
also a triangle (Warriors front, archers, clerics then spell casters)
(1,2,3 or 3,2,1 depending upon # available)
Circle
depending upon the numbers of minions, 3 being the minimum
defensive facing out, offensive facing in
Arch (with the median individual as the center location)
Convex = defensive
Concave = offensive
these are just some ideas similar to the arch types available in "Myth"
Your idea has great merit and could be very useful in many melee situations.
It could add a tactical layer to troop/minion deployment
It could also affect animal behavior (lone wolf vs pack deployment)
There appears to be many ways to hook this into other modes
imho
I gotta go afk, the RL demands my presence...
Keep up the good works
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Posté par
Killmonger
sur 26 février 2015 - 08:24
dans
Builders - Scripting
Ahh, just found this thread....
Really nice script idea.
However, now that I've understood that the AI gets briefly dis-abled, there are draw backs...
Could a future script allow the minions to be directed in formations?
When they reach a location to assemble properly and perform a function like "Hold ground vs those unlike us" or "Contain a creature/ item at a location"
Each formation might need an offensive and defensive posture
Furthermore minions could need to be stealthy (ie recon or ambush)
Perhaps pre-set "behavioural recipes" could be selected and launched upon selected minions once their target is local.
Like giving them marching orders before they are sent out.
Upon completing those orders they could standby in a default condition (sending a message to the PC)
Or perhaps a second script(s) could activate sending the minions onto a second leg of a mission....
Does anyone recall the game "Myth the Total Codex" by Bungie?
Any and all customization by the user (via script/code/2da) would certainly expand the overall useability of this script
imho
Posté par
Killmonger
sur 25 février 2015 - 06:50
dans
Custom Content and Community Expansion Pack
@TheOneBlackRider
" Great things come from small beginnings "
Re: T11_01 and T12_01 <above>
Nice catch......
Thanks for fixing it.
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Posté par
Killmonger
sur 20 février 2015 - 11:48
dans
Custom Content and Community Expansion Pack
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Glorious !!
Thanks for that.....
Posté par
Killmonger
sur 19 février 2015 - 11:07
dans
Custom Content and Community Expansion Pack
Zwerkules,
I've been working with this tileset for quite some time but I don't recall my complimenting you for your beautiful Rural/ Castle series.
<apologies>
Dude,
Carry on with your creativity in whatever way muses you....
(The tiles can almost speak for themselves, I really like the colour as well as the "gritty" ambience and details )
<imo>
I am certainly patient to wait (with baited breath) for the newest and most current version.
Please don't let any of our mutterings clutter your plans for whatever pleases your indulgence's priority.
Love to see more teasers and screenies of where you're being at
<?>
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Posté par
Killmonger
sur 17 février 2015 - 10:48
dans
Custom Content and Community Expansion Pack
omg....
Pstemarie.....
retiring?
"
......
..... :("
Your spectacular works and ideology will always be "reverenced" by us that shall remain with Neverwinter.
Thank you so very much..... ![]()
Nwn as a computer game, with Q, has improved so tremendously much under/ because of, your watch.
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Best wishes for you (and yours) in the newest real world adventure....
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.......
However, the sages have told me that:
"True voyage is return"
Namaste
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<imho>
Posté par
Killmonger
sur 08 février 2015 - 06:45
dans
Custom Content and Community Expansion Pack
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MD......Just "wow".......Really outstanding.....Thank you in advance.....
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Posté par
Killmonger
sur 28 janvier 2015 - 08:15
dans
Custom Content and Community Expansion Pack
Oseryn,
Good job so far....
Just got back to the forum to find all sorts of amazing goodness, including your fine effort .
The scattering effect is not so awful. Admittedly, the video does show the problem.
But I liked the effect. (I have spent at great deal of time in blizzards)
What if the particles were a bit larger? randomized? Noise?
Perhaps if the emitters were animated (up/down) upon some wavelength. Like veils of snow.
kalbeern also had some great alternate uses/ idea
I can recall wonderful cel animations of blowing winds in many different cartoons shows
(back in the day...)
Nwn needs more improved environmental effects
Keep up the effort !
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