I have tried a few options to try and simulate a Rod as a placeable. Unfortunately I haven't been able to get decent results. I was hoping that one of you builder/designers could throw one together. It simply needs to have the main cylinder part and ideally a small sphere on either end - the coup de grace would have the cylinder and spheres independently tintable. I have no idea what kind of time is involved but if someone was interested it would really add something to my module - Tomb of Horrors. Lastly the Rod could be on a slight angle, as if leaning on something.
Thanks for any consideration...:innocent:
A Rod Placeable: Request
Débuté par
Morbane
, janv. 08 2011 07:05
#1
Posté 08 janvier 2011 - 07:05
#2
Posté 09 janvier 2011 - 09:37
Maybe I am asking in the wrong way - after all what kind of contribution would this Rod request be if I would be the only one using it?
So I will try to do it myself.
But now I ask; Does anyone know of a good Blender tutorial - one that follows the path of a total newb trying to make something for NWN2? Or is there a good renderer/3d application that would suit my needs/knowledge base better?
So I will try to do it myself.
But now I ask; Does anyone know of a good Blender tutorial - one that follows the path of a total newb trying to make something for NWN2? Or is there a good renderer/3d application that would suit my needs/knowledge base better?
Modifié par Morbane, 09 janvier 2011 - 09:38 .
#3
Posté 09 janvier 2011 - 09:44
For a long rod, you could sink a shovel into the ground far enough to hide the bottom end.
For a shorter rod; one of the ironfist hammer models is on a slight angle. The same could be done to it to hide the head.
The handle of the device in the Skein in MotB is also quite rod-like, although not on an angle. I've used it as a club pick-up model (since it actually is a copy of one of the club models).
For a shorter rod; one of the ironfist hammer models is on a slight angle. The same could be done to it to hide the head.
The handle of the device in the Skein in MotB is also quite rod-like, although not on an angle. I've used it as a club pick-up model (since it actually is a copy of one of the club models).
Modifié par DannJ, 09 janvier 2011 - 09:45 .
#4
Posté 09 janvier 2011 - 09:49
wood fence post with one of the orb placeables (there are a couple, the soulhousing is one)
#5
Posté 09 janvier 2011 - 11:52
A pitchfork works too.
Do you really mean placeable or are you talking about an item?
Do you really mean placeable or are you talking about an item?
Modifié par DM Wired, 09 janvier 2011 - 11:53 .
#6
Posté 10 janvier 2011 - 01:01
Morbane wrote...
But now I ask; Does anyone know of a good Blender tutorial - one that follows the path of a total newb trying to make something for NWN2? Or is there a good renderer/3d application that would suit my needs/knowledge base better?
Tazpn's importer/exporter page says it supports Gmax 1.2 - Blender is very likely a better application, but gmax is a lot like 3ds max and I think you'll get more help from the locals regarding that. You could make a good argument for either.
#7
Posté 10 janvier 2011 - 05:38
Kivinen's Placeable Items
You should be able to scale the staves to rod sizes. I believe they also use the tint maps of the items so you will be able to do some coloring. finally you can have they lay flat on a table, stand upright,hang or lean up against stuff.
You should be able to scale the staves to rod sizes. I believe they also use the tint maps of the items so you will be able to do some coloring. finally you can have they lay flat on a table, stand upright,hang or lean up against stuff.
Modifié par Shaughn78, 10 janvier 2011 - 05:38 .
#8
Posté 10 janvier 2011 - 10:08
Thanks everyone - some really creative possibilities in here.
@ArtEChoke
I will try Gmax - I have always wanted to try modeling. So starting with something as basic in form as this rod idea might be a good place to start.
Cheers all
@ArtEChoke
I will try Gmax - I have always wanted to try modeling. So starting with something as basic in form as this rod idea might be a good place to start.
Cheers all
#9
Posté 10 janvier 2011 - 10:11
@Shaughn
I will look at the item placeables more closely - but in fact i was going to use Kiniven's scripts to allow the PC to pick up the Rod - I have a blueprint for it already and formerly the PC would acquire it through a conversation - but this direction is much more interactive and prevents giving away too much about the nature of this facet of my mod.
I will look at the item placeables more closely - but in fact i was going to use Kiniven's scripts to allow the PC to pick up the Rod - I have a blueprint for it already and formerly the PC would acquire it through a conversation - but this direction is much more interactive and prevents giving away too much about the nature of this facet of my mod.





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