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CODI's Legacy or Let's all make some more Planescape content!


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#51
olivier leroux

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LeeMer47 wrote...
I suppose you want me to convert Plane Scape Loadscreens to NWN1.


Sure, if you want to do that, your effort is appreciated.

LeeMer47 wrote...
Unfortunately the map icons have green screen on them. I'd need a copy of the map with all the images on it to make map icons.


How would one get such a copy? I'm currently re-playing Torment and although I take my time with it, sooner or later I'll come to that screen where all the icons are on the map. Would it suffice to make a screenshot in game?

Modifié par olivier leroux, 26 juillet 2010 - 09:57 .


#52
Jez_fr

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olivier leroux wrote...
How would one get such a copy? I'm currently re-playing Torment and although I take my time with it, sooner or later I'll come to that screen where all the icons are on the map. Would it suffice to make a screenshot in game?


You can browse all Torment files with Infinity Explorer . I used it a few days ago to extract all area's map, since they are 2D huge illustrations, to use as reference. One could use them also as reference to create 3D placeables and such. There's much inspiration and ideas there.

#53
olivier leroux

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Yeah, I think that's what LeeMer47 did but I gathered from his post that he couldn't work with the icons he extracted with the Infinity Explorer and would need a picture of the map with all icons on it which I assume you get only get in-game...

Modifié par olivier leroux, 26 juillet 2010 - 04:01 .


#54
Eradrain

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I honestly don't think we need more Sigil buildings/tilesets. We've already got the CODI one, which I think is the best piece of content on the vault, and we've got somebody (Jez, was it?  I'll need to read up and make sure) making another. We don't need anyone working on a third iteration.

We should focus on new resources, rather than redundancies.  There doesn't seem to be much sense, to me at least, in making multiple copies of the same thing.  People are inevitably going to use one and ignore the rest.  On that note, the standard NWN heads include some Gith models, though they're not very good.

I think it'd be cool to see some non-art resource content. Like Planescape prestige classes, custom spells, et cetera.  In the area of art resources, there's a serious lack of Celestials.

Also, non-Sigil tilesets.  There's a huge Multiverse out there that Sigil's only a tiny chunk of.  Some things, like Lantan or the Elemental Plane of Earth, can be done with existing tilesets (And in the latter case, lots of placeables).  But others?  I'd love to see Carceri and a vast, endless Elemental Plane of Water tileset with no top and no bottom and a gorgeous "Undersea" skybox.

-ValynDyral

Modifié par Eradrain, 26 juillet 2010 - 05:05 .


#55
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olivier leroux wrote...
GITHYANKI / GITHZERAI
Four years ago (before my time in the NWN community) Invisig0th was working on a dynamic githyanki race and asking for feedback. Apart from lost CODI stuff (and the old githyanki Ergoo from batinthehat) his work was the most advanced attempt at creating githyanki models (combining all previously made heads) but as far as I know, it has never been released yet.

I worked on this as a proof of concept for a potential "Incursion" module I was thinking of doing. I made the dynamic race parts so that the Githyanki could wear all Bioware armors. Keep in mind that this might have been before 1.69, so it might require additional work to get the basic dynamic parts in releasable form at this point. I have all of the githyanki-related work I did archived.

The major flaw that really stopped me from releasing these was the fairly low quality of the few available heads. No offense intended to some of the people who made these back in 2004 or so, but they were not great. The Bioware heads and a few that were clearly based on them actually looked very good in game (after being adjusted a bit to match the new body proportions better). At that time I also started a thread trying to find someone to model some additional heads (as seen in the thread you mentioned), but no one responded. So I was basically forced to abandon it.

I might be willing to go back, grab all the 1.69 human body parts, and resize them to githyanki proportions. However, I would only be willing to do that if an experienced modeler (or several modelers) would also be willing to volunteer to contribute a selection of high quality male and female githyanki/githzerai heads.  Without a reasonable selection of high quality heads, there wouldn't be
much point in doing all that extra work. Actually, one could could simply take the (adjusted) Bioware heads, bald them up, and then just add a variety of different hair styles (topknots, braids) and decoration variations (earrings) to those default heads. It wouldn't be much work to get at least 5-10 high quality heads for both genders. I'd say that would be a reasonable bare minimum to be releasable.

As mentioned in the other thread,I did create silver swords (which looked quite nice). In retrospect, I believe it would even be possible to apply a TXI to the silver sword's texture TGA to give them an animated shimmering effect. I also attempted to make some githyanki jeweled wrappings.

Here's a screenshot of some dynamic gith in action, since a lot of those old links aren't working any more: invisig0th.0catch.com/gith_sample.jpg

#56
LeeMer47

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olivier leroux wrote...

LeeMer47 wrote...
I suppose you want me to convert Plane Scape Loadscreens to NWN1.


Sure, if you want to do that, your effort is appreciated.

LeeMer47 wrote...
Unfortunately the map icons have green screen on them. I'd need a copy of the map with all the images on it to make map icons.


How would one get such a copy? I'm currently re-playing Torment and although I take my time with it, sooner or later I'll come to that screen where all the icons are on the map. Would it suffice to make a screenshot in game?

Printscreen doesn't appear to work and saves can't be made from the world map. I know ATOM got a Baldur's Gate image with Candle Keep and Baldur's Gate on it.

PS:T does have the tattoos on the map, they are just faint. I could try copying them and using PAINT to darken the lines.

Modifié par LeeMer47, 27 juillet 2010 - 04:41 .


#57
olivier leroux

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Thanks for the detailed explanation, invisig0th! The screenshots look pretty cool and I'd be very happy if you chose to continue the project. Hopefully we can convince one of the other custom content creators here to build some more githyanki heads for you.
:wizard:

#58
Jez_fr

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I collected some add planescape books and Torment illustrations to use as reference for those who'd like to work on this. Its full of usefull things, some pics are huge hence the package weight: http://www.filefront...lus_torment.rar


#59
Jez_fr

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mmh I need a Sigil expert... I can't find a single reference speaking of greenish water in Sigil (unless near the Foundry maybe). Instead, there is a brownish rain. So I was wondering if should change the greenish water of CODI Sigil texture (which I use for my Sigil ward retexture for those who don't follow...) to a brownish tint.

Also I read that Sigil fountain are for the most part crystal clear (at least in the higher wards), for good reason, as most wells and fountains get their water from elemental plane of water and other nice place.

So my question is should I try to remain the most faithfull I can to the books, or should I try to keep more in the same tone of CODI's work to keep some unity?


#60
_six

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Jez_fr wrote...

So my question is should I try to remain the most faithfull I can to the books, or should I try to keep more in the same tone of CODI's work to keep some unity?

Well, I think CODI's tileset was largely intended to represent the slums of the slums of Sigil. The water, to my mind, is green because - well, it's not exactly all water. Rather than simply matching their look, it may be a better idea to try and reinterpret it, using the same overall style in a different, cleaner, setting...

Modifié par _six, 28 juillet 2010 - 09:42 .


#61
Jez_fr

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Yeah, the more I look at it the more I think of it as the perfect Hive. I'll try to cover the higher wards of the city. Thanks Six! =)


#62
LeeMer47

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The loadscreens are done and uploaded. They'll probably get through Pending tomorrow. When they do, they will be at Plane Scape: Torment Loadscreens

#63
garris0n

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We've started planning a replacement for SkullportLegends.com and mainly because of all the cool CODI stuff and Olivier Leroux's constant whining persuasive discourse, we've decided to do a PlaneScape setting based in the Hive Ward. We're still planning & build testing, but this will be an open project which anyone can join. If you want to sign up, co-ordinate your project with ours, or just get more information please try any of the following:
  • E-mail garrison at skullportlegends.com
  • E-mail garrison at codefix.net  (it's the same account)
  • Message me, include your e-mail
  • Ask Olivier (he knows me)
  • Ask Ben Harrison (he doesn't know me, but I e-mailed him once & he's a cool dude)
  • Reply in this thread.
Incidentally, most of the custom features documented at dev.skullportlegends.com will be included, and can also be swiped for your own modules.

-gh  :blink:

#64
olivier leroux

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It seems a missed a few posts... let me try to catch up.

@Helekanalaith:
Was that a joke about the CODI Mortuary tileset on your hard disk or is there really a chance you might reveal some unreleased CODI content (no matter what state is in)?
:o

@Jez_fr:
In the Hive you can also find ooze portals, "brown puddles of goo" that "litter the filthy streets". But they're not green either... In any case, I trust your judgement, keep up the good work and thanks for the Torment illustration package!

@LeeMer47:
Thanks for converting the Torment loadscreens to NWN. Cool!

@garris0n:
I'll happily give you more of that constant whining persuasive discourse! I hope you look forward to it. :P

@everyone:
Don't hesitate to contact garris0n if you're interested in the project. They've got great systems and atmosphere on Skullport Legends but could always use a little help with storytelling. And they're very open to the ideas of collaborating and sharing their scripting work with everyone else.

Back on topic:

Linquas  :lol:

Okay, they're not the most important creatures needed for Planescape adventures and they're so exotic I bet hardly anyone outside the circle of PS addicts has heard of them but they're fun! Just look at the pictures.
Linqua - short definition and picture
Omott, the linqua (picture) (an associate of Fell who already has a CODI model)
Additional description and stats

Modifié par olivier leroux, 01 août 2010 - 01:11 .


#65
Jez_fr

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here's 2 early screenies of my WiP Sigil Wards tileset. They give a taste of where I'm going.

Posted Image

Posted Image

comments/criticisms ideas welcomed =)

Modifié par Jez_fr, 02 août 2010 - 05:20 .


#66
Hel

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_six wrote...

Well, I think CODI's tileset was largely intended to represent the slums of the slums of Sigil. The water, to my mind, is green because - well, it's not exactly all water. Rather than simply matching their look, it may be a better idea to try and reinterpret it, using the same overall style in a different, cleaner, setting...

The City of Doors has little to no bodies of water... barring the Ditch in the Hive. And the Ditch itself isn't a pretty sight either, it's riddled with deaders floating around, plus it has connections to the Para-Elemental Plane of Ooze and supposedly connects to the River Styx. So aside from the Ditch and the ocassional downpours you won't find any "natural" water in the Cage -- except for the imported kind or that rare fountain that provided a direct pathway to the Elemental Plane of Water.


As far as the Mortuary tiles are concerned, I'm looking into it. My hard disk doesn't seem to have the files stored on it anymore, but there's another place I should have it... now if only I could get access to that account again. I'll keep you updated none the less.

Modifié par Helekanalaith, 02 août 2010 - 06:40 .


#67
Jenna WSI

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I would like to see someone focus on the higher wards, like creating the feel of rich and expensive otherworldly houses... huge structures of grandeur that make even a pc adventurer wonder about costs. We've seen the dirty side of sigil, let's do something new.

#68
Jez_fr

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Jenna WSI wrote...

I would like to see someone focus on the higher wards, like creating the feel of rich and expensive otherworldly houses... huge structures of grandeur that make even a pc adventurer wonder about costs. We've seen the dirty side of sigil, let's do something new.


I agree totally. That's after what I am. If I get so far, I've plan like doing the Singing fountain (not too hard) and others well known structures. but right now, im just trying to get the common "background" houses right, with lots of blades and spikes, which is really the Sigil signature I think.
Still there's one think common to all Sigil's wards, is the almost continuous brown rain. So I suppose that leave a lot of "puddles" of brownish water everywhere. In that regard CODI's supernice ground texture is perfect, i'll just have to change the greenish tint to a brownish one.
Another think I'll try to do is the "tire" skybox, a big challenge if any.
Speaking of that, anyone is welcome to submit a tile or a group. Base tilesets being City Exterior, its easy to create and integrate matching tiles.
Any ideas welcome, as always.

#69
Shadooow

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BTW I would like to implement Mechanus Canon Epic spell, however I would need a cool VFX for it... video/cutscene could work only in SP, anyone skilled and interested in that ? :)

#70
cervantes35

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I have been working on the Sigil tileset for a NWN Enhanced. I have started adding some more tiles to the set and since someone was nice enough to attach some pictures of some the buildings that might be found Sigil I may attempt to recreate some. I have attached a couple of pics of a 2x3 group and of a new Hive building terrain building which where never finished for the set but I am finishing up.

I also saw the githyanki where a request I too like the gith so I may attempt to create a githyanki creature model as well as a gith warrior hound. No promises on any of this will see the light of day but I will try and squeeze it to my crazy schedule.

[2x3 Group]

[New Hive Building Terrain Tile]

#71
Jez_fr

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Super stuff cervantes35!

#72
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There is no need to create a static githyanki model when dynamic githyanki race part models already exist. All we need are githyanki heads.

Modifié par invisig0th, 07 août 2010 - 08:02 .


#73
Gleym

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Man, you people are amazin'. I truly feel humbled when seeing so much original content related to Planescape still being made. I've been working off and on for the last two or so years on making my own Planescape server, picking haks and tilesets wherever they might best suit for the creation of areas and layouts and such, constantly trying to find the best means to appropriate what I have to work with, while I didn't even notice people were still working on it. To be honest, after seeing Rogue Dao Studios' work on their Planescape mod for NWN2, I'd kinda given up hope that people would still remember NWN1, even though, to be perfectly honest, out of the two, NWN1 is probably the easier to work with.

Ahem, in any case, just wanted to voice my great appreciation for the continued work of all the people who create custom content, and especially the ones who work hard on bringing Planescape to the NWN community, and be assured that when the day comes that your projects are finished, I will be first in line to try and build a satisfactory Planescape server using your content, and with full credit where credit is due. The way I see it, a person might build a castle, but without brickmakers and those who work hard to provide you with the means to build that castle, all would be for nothing. So again, my hat off to you content-makers, and please continue to provide those of us who lack the skill to make these things with the means to create our fantasies and stories for others to enjoy and partake in on NWN.

#74
Estelindis

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Invisig0th, I will try to create some githyanki heads. There are a number of important githyanki NPCs (and one githyanki henchwoman) in my WIP module, so I would love to be able to use a working dynamic githyanki race. Accordingly, since I can do something to help the process, consider me at your service.


#75
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Estelindis, that would be most excellent. PM sent.