Modifié par olivier leroux, 03 mars 2011 - 03:53 .
March 2011 Custom Content Challenge: Statuary Garden
#26
Posté 03 mars 2011 - 03:52
#27
Posté 03 mars 2011 - 03:53
@Zwerkules Agreed. I'd like to know what you think after seeing the video I link to. It's not close up but the point is to give an overall view of what it looks like, especially how reflective it is. Have you ever done an alpha channel which has some pattern in it? Does it affect the reflectance accordingly?
Modifié par OldTimeRadio, 03 mars 2011 - 03:58 .
#28
Posté 03 mars 2011 - 04:11
I once tried to make a statue made of ice which was supposed to be transparent and have reflections, but it ended up as just being transparent. I read somewhere that you can only have either an env-map or transparency. Can someone confirm this?
#29
Posté 03 mars 2011 - 05:17

If I understand what you're saying then the above video would seem to indicate it is possible to have both transparency and envmap. You won't be able to see players or creatures through this, but you will be able to see placeables. The DLA Glass Tutorial will help but NWMax doesn't have the same rollout parameters anymore. For this demo, on the Aurora Trimesh modifier, I set the Transparency to 1 and Alpha to .6. That's the main thing. And then just copy placeables.2da line 846 to line 847, and change Label, StrRef (****), and ModelName and I think you're good to go. You can of course change the Reflection to something other than dlag__ref01 if you have a custom one.
Modifié par OldTimeRadio, 03 mars 2011 - 05:20 .
#31
Posté 03 mars 2011 - 06:23
*This is the Mighty Curse of Double-Posting And Not Being Able To Delete The Superfluos Post! It shall haunt this forum for the next seven years of NWN's history to come! And all because you guys choose to have fun with playing and modding an old game instead of helping the game industry make money! A hex on you!*
Modifié par olivier leroux, 03 mars 2011 - 06:35 .
#32
Posté 03 mars 2011 - 10:20
The statue looks really good. I am afraid I don't have much else to contribute in terms of time and expertise.
#33
Posté 04 mars 2011 - 12:51

Also, I wanted to make it clear again that this model isn't my creation. I did take it and lovingly drop it from 154,000 polygons down to 20,000, remodel parts of it, cobble together textures including custom alpha channels, add emitters and aurora lights and animate them. And then tweaked and compiled the whole shebang so it would run pretty-like under NWN.
#34
Posté 04 mars 2011 - 01:15
#35
Posté 04 mars 2011 - 02:37
I might even be able to pull off some 2D misc items. Anybody need something specific in the 2D item department?
#36
Posté 04 mars 2011 - 10:43
@olivier leroux - Hmmm if there is already a frozen animation statue making script out there then it is probably silly to make another one.
@Dark Defiance - gnomes. *laughing and groaning* Welcome back to the fun. 2d suggestions? Hmmm. I haven't looked in a while but there never seems to be enough variations of flower colors. Especially in the big patches of ground cover. Like a field of flowers. Not sure how easy that would be to adjust with just a texture change.
@Rubies - Okay Miss Mysterious, you have me curious just what vfx you are concocting over there.
@OldTimeRadio - ohhhh. VERY nice looking statue. The texture work as improved a bunch. Way to go!
@Zwerkules - *groans* I still haven't recovered from the last tiles you did.
#37
Posté 04 mars 2011 - 12:27
Ha ha, that's cool!OldTimeRadio wrote...
@Oliver - I'll meet ya halfway on that! Got some animated flames for when the special guests arrive
Modifié par olivier leroux, 04 mars 2011 - 12:28 .
#38
Posté 04 mars 2011 - 03:36
Not completely, but removing the heartbeat and other unnecessary/wanted script from a creature will help a bit (no script running for it means a little less processing for the server).TheSpiritedLass wrote...
@The Amethyst Dragon - #3 huh, simply removing the heartbeat script will stop the resource drain?
#39
Posté 04 mars 2011 - 04:47
The Amethyst Dragon wrote...
Not completely, but removing the heartbeat and other unnecessary/wanted script from a creature will help a bit (no script running for it means a little less processing for the server).
Ahhhh yes. Thanks for the clarification, you big no-lag tease.
#40
Posté 04 mars 2011 - 06:27
images.wikia.com/finalfantasy/images/e/eb/Plantbrain.jpg
www.google.com/imgres
sorry if the images are abit small but it was all i could find on them...
#41
Posté 05 mars 2011 - 12:12
I'm struggling for ideas on any others, though, as I finished these a lot faster than I thought I would! Anyone have any plant-related spells that would like an overhaul?
#42
Posté 05 mars 2011 - 04:53
a redux of Entangle?
If you've had a chance to play DDO, the plant creatures in the Red Fens have an entangle-like attack which causes the ground to sprout grass quickly to entangle the player?
Modifié par usagreco66kg, 05 mars 2011 - 04:54 .
#43
Posté 05 mars 2011 - 12:03
Disclaimer: I'm on half a cup of coffee @ 6:45am. ;-)
Thanks to ADs suggestions I started work on a garden scripting system. I'm keeping it simple for two reasons:
1 - Im try to get my PW "out the door" this month.
2 - I never liked complex systems.
These are some of the things I hope to have implemented:
1 - Configurable by other scripters. Everything will be in an include where possible.
2 - Pest control: I hope to give a basic "statuary" way of dealing with them.
3 - Growing system: Plant seeds, watering, and harvesting.
4 - Some 2d art for gardening tools and other misc things.
Around mid-month Ill send this out to those of the CC group who may want to bug test it and offer up ideas or fixes before final submission to the rest of the community. I'll poke back in once and a while and see what the rest of you are frantically creating to see if there is something I can script/2d into my system based on the other content.
@SpiritedLass: This may end up being the demo module at the rate its going. lol.
-DD
#44
Posté 05 mars 2011 - 06:01
#45
Posté 06 mars 2011 - 05:47

I learned more about majorly reducing polys on a model but the real new territory was environment maps in NWN, using Decompose/Compose in GIMP to get at the alpha channel, how to use detonate events for emitters and how to keyframe certain emitters to keep them from detonating at the wrong time.
There are only two wonky things with the models/demo that I know of. The first is that the lion's orb casts a shadow (I do not use shadows at all on my models so it's probably because it's missing an Aurora Trimesh modifier) and my script for activating and automatically deactivating the lion's fire breath sucks because I tried to match the sound of activation/deactivation to what you actually see. If you just activate it without regard to timing of the sound, it actually looks a lot better! You can do that in the toolset just by setting the initial state o the placeable to Activated.
Setting the Z on the placeable to -2.6 will drop the lion down so it's perfectly resting on the ground, IIRC.
Modifié par OldTimeRadio, 06 mars 2011 - 05:52 .
#46
Posté 07 mars 2011 - 03:41
@SpiritedLass: This may end up being the demo module at the rate its going. lol.
*sleepy, happy smiles* That would be wonderful! You know how much I "enjoy" making the demo modules. Ohhh scripting system plus icons? You are going all out.
The lions are looking WAY cool, OldTimeRadio. The texture on the yellow/gold ones looks much much better. Good work. The fire is just over the top. Love it! Do you know how to make the portraits for them?
#47
Posté 08 mars 2011 - 09:36
the 3.5 Monster Manual 3 has an entry for "Topiary Guardians".. which are essentially plant golems left to protect an area, while "hidden" as a shrub.
http://www.headinjur...ry guardian.jpg
a quality reskin of a few creatures might be able to net a similar result, and maybe a similar style placeable?
#48
Posté 08 mars 2011 - 03:59
Thanks and thanks for the reminder about the portraits, it skipped my mind. I think there's a portrait maker under the VelsTools quicklaunch which I can use.TheSpiritedLass wrote...
The lions are looking WAY cool, OldTimeRadio. The texture on the yellow/gold ones looks much much better. Good work. The fire is just over the top. Love it! Do you know how to make the portraits for them?
Do you know if it's necessary to generate all the portrait sizes (Huge, Large, Medium, Small, Tiny) for placeables or only some subset of them? And they must be in TGA, correct?
Modifié par OldTimeRadio, 08 mars 2011 - 04:00 .
#49
Posté 08 mars 2011 - 04:39
So what is up your sleeve next in terms of models to convert? *has drool towel handy!* Any luck finding a dragon turtle (requested by usagreco66kg) or gnomes (requested by Dark Defiance)?
#50
Posté 08 mars 2011 - 11:59
usagreco66kg wrote...
hrmm, another idea to throw out there...
the 3.5 Monster Manual 3 has an entry for "Topiary Guardians".. which are essentially plant golems left to protect an area, while "hidden" as a shrub.
http://www.headinjur...ry guardian.jpg
a quality reskin of a few creatures might be able to net a similar result, and maybe a similar style placeable?
There is a model in the CEP2 "zcp_treegiant", this treegiant was fantastically made and fits this style of creature nicely. A few more based style of modeling would work for this type of creature.
Modifié par Dark Defiance, 09 mars 2011 - 12:00 .





Retour en haut






