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#426
Dann-J

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The Fred wrote...

I could see people hiding in a Bag of Holding when they knew the enemy were about to catch them. Instead, the enemy find a valuable magic bag and take it into their loot vault... where you climb out, grab their stuff, and escape! (Or alternatively kill them all in their sleep, for the more evil variety).


Already been thought of...
http://www.thinkgeek...action/212c283/

#427
Eguintir Eligard

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OR alternatively they dump the bag out like anyone with a brain would and cut you up for being so dumb.

#428
Dann-J

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Eguintir Eligard wrote...

OR alternatively they dump the bag out like anyone with a brain would and cut you up for being so dumb.


A bandit with a brain - wouldn't that be a lawyer? Image IPB

Just for fun, I've decided to actually make a halfling/kender village in a bag of holding. I'm making it as a series of floating stone platforms connected via bridges, with a black void beneath. So far I've used the bobbing/floating chests from SoZ to simulate goods floating about in the air above and around the village. I may experiment with HB scripts for the goods, to randomly turn them about the Z axis as well.  Using 50% colour saturation and the Plane of Shadows sky dome is making it quite atmospheric.

#429
Banshe

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bealzebub wrote...

Just make sure to never put a bag of holding into another bag of holding. It can cause an interdeminsional rip, unleashing a hord of demons into the world.
...or so I've heard.


Or it could be One Thousand and One Nights (the Arabian Tales) but rather: One Thousand and One Bags. A bag with a tale within a bag with a tale within a bag with a tale...

#430
M. Rieder

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DannJ wrote...

Eguintir Eligard wrote...

OR alternatively they dump the bag out like anyone with a brain would and cut you up for being so dumb.


A bandit with a brain - wouldn't that be a lawyer? Image IPB

Just for fun, I've decided to actually make a halfling/kender village in a bag of holding. I'm making it as a series of floating stone platforms connected via bridges, with a black void beneath. So far I've used the bobbing/floating chests from SoZ to simulate goods floating about in the air above and around the village. I may experiment with HB scripts for the goods, to randomly turn them about the Z axis as well.  Using 50% colour saturation and the Plane of Shadows sky dome is making it quite atmospheric.


I'm looking forward to some screenshots!  Sounds neat.

#431
Dorateen

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DannJ wrote...


Just for fun, I've decided to actually make a halfling/kender village in a bag of holding. I'm making it as a series of floating stone platforms connected via bridges, with a black void beneath. So far I've used the bobbing/floating chests from SoZ to simulate goods floating about in the air above and around the village. I may experiment with HB scripts for the goods, to randomly turn them about the Z axis as well.  Using 50% colour saturation and the Plane of Shadows sky dome is making it quite atmospheric.


Hey, I have an Easter-eggish halfling/kender NPC and quest as part of Places Deep. I wonder if we should tie this in to the whole bag of holding thing. It could be something mentioned upon completion of the quest.

Harumph!

#432
Shaun the Crazy One

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DannJ wrote...

Just for fun, I've decided to actually make a halfling/kender village in a bag of holding. I'm making it as a series of floating stone platforms connected via bridges, with a black void beneath. So far I've used the bobbing/floating chests from SoZ to simulate goods floating about in the air above and around the village. I may experiment with HB scripts for the goods, to randomly turn them about the Z axis as well.  Using 50% colour saturation and the Plane of Shadows sky dome is making it quite atmospheric.


Do items really float around in a bag of holding?  And if they do what's to keep the halflings from poping off the ground.  Maybe I'm just over thinking it, but whould it make more sence for the bag of holding to have normal gravity?  I'd thing that whould be easier to design as well due to the lack of floating items and creatures, although perhaps a bit less cool.

#433
kamal_

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Shaun the Crazy One wrote...

DannJ wrote...

Just for fun, I've decided to actually make a halfling/kender village in a bag of holding. I'm making it as a series of floating stone platforms connected via bridges, with a black void beneath. So far I've used the bobbing/floating chests from SoZ to simulate goods floating about in the air above and around the village. I may experiment with HB scripts for the goods, to randomly turn them about the Z axis as well.  Using 50% colour saturation and the Plane of Shadows sky dome is making it quite atmospheric.


Do items really float around in a bag of holding?  And if they do what's to keep the halflings from poping off the ground.  Maybe I'm just over thinking it, but whould it make more sence for the bag of holding to have normal gravity?  I'd thing that whould be easier to design as well due to the lack of floating items and creatures, although perhaps a bit less cool.

magic.

Make sure there is a giant hand popping in from the sky and reaching around periodically. :D

#434
Eguintir Eligard

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too bad u cant resize vfx models or i could use bigbys hand to do that, the way i did to make a fist pour magic sand on you when you drink a bull str potion in islander.

Btw since you are designing it as a floating limbo (which makes more sense since it was never settled that it is indeed in a bag ) let me know if you prefer to achieve a grassy island effect like so:
http://img707.images...6980/limbol.jpg

Modifié par Eguintir Eligard, 15 septembre 2011 - 10:35 .


#435
_Knightmare_

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Bags of holding, et. al. have an extra-dimentional space within them. If you wanted to get technical (as far as D&D goes), these spaces exist as a pocket world on the Ethereal Plane. Really anything and everything could happen there and be considered "normal" for the locals.

#436
Shallina

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You can resize vfx model by using the VFX editor and making a new effect from an old one that you have resized.

#437
kamal_

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Shallina wrote...

You can resize vfx model by using the VFX editor and making a new effect from an old one that you have resized.

Yup, I did this in PoE on the gargoyle island to make the shadowy bottom of the building. It's a dirt shadow resized.

#438
Eguintir Eligard

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you cant resize VFX MODELS. Do either of you know the diff between a model and an image?  Bigbys fist is a 3d model not a dirt shadow aka a jpg of black

Modifié par Eguintir Eligard, 15 septembre 2011 - 11:22 .


#439
Dann-J

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At the moment I'm using raised curb placeables connected by wooden bridges. ("The pain! Oh, the walkmesh pain!", to misquote Dr Smith from Lost in Space). My theory is that the stone platforms have some sort of gravity-inducing magical wards embedded within them, so anything too far away from them experiences weightlessness. It would be highly inconvenient if your quaint halfling cottage (rural houses at 3/4 scale) decided to drift away while you were alseep.

I've had to create a small artificial sun to keep their orchard alive (a scaled-up soul orb with the 'body of the sun' vfx). The orchard not only provides food, but also helps to recycle the air (otherwise everyone would be dead of asphyxia after ten minutes, according to bag of holding lore). The plants are fertilised by halfling "waste products". There are bee hives and clouds of butterflies to ensure pollination (the former also providing another source of food).

For a water supply, I'm thinking of creating a pin-hole portal to the Plane of Water. The various water leak effects from MotB might come in handy. Waste water could be recycled for use on the orchard.

So that covers food, air, water, and disposal of waste products. What else would a small village need to survive?

#440
kamal_

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Eguintir Eligard wrote...

you cant resize VFX MODELS. Do either of you know the diff between a model and an image?  Bigbys fist is a 3d model not a dirt shadow aka a jpg of black

I heard a rumor you can open models with a program on your computer and resize/reskin whatever them and save them with a new name... Unless these are magical models that can't be opened.

#441
Eguintir Eligard

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Dann why are you trying so hard to justify the existence of a MAGICAL area with science that is based on magical, non logical, scientifically impossible reasons? I dont know what is with people here trying to justify completely made up stuff by marrying it to reality. Its becoming an illness lately. Just make a good looking area rife with radness, since it will be visited a lot and you are in the club. Nobody is going to pop in to buy a demonic beheader axe and say... gee I wonder where halflings feces go when their chamber pots fill up.

What do you think of this area being contained in a hand held crystal sphere, perhaps one that is solid black on the outside? If you really need some kind of "science" to it, I guess you could say everyone was vitamin defficient and never grew taller than 1/100th of an inch tall.Image IPB

Modifié par Eguintir Eligard, 16 septembre 2011 - 01:04 .


#442
Dann-J

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Eguintir Eligard wrote...

Dann why are you trying so hard to justify the existence of a MAGICAL area with science that is based on magical, non logical, scientifically impossible reasons?


Pocked dimensions/universes aren't entirely magical - they are also theorised in inflationary theory.
http://en.wikipedia....Pocket_universe

That aside; when I design an area that is supposed to be at least partially mundane, I like to make things as realistic as possible (within the scope of the realism required). Otherwise you end up just scattering placeables about a village randomly, with no thought to how they would function in day-to-day life. It  might make for nice eye candy, but that's not the way I roll biatch.

I like to approach area design as if it were a religion - there may well be a lot of far-out wackiness involved, but there has to be at least a thread of logic to it (no matter how tenuous). That's why wendersnaven cults never really took off.

You wouldn't build a latrine right next to the town well, any more than you'd build a tannery up-wind of the wealthy part of town. After all, you never know how many town planners might play your module.
 Image IPB

Modifié par DannJ, 16 septembre 2011 - 01:52 .


#443
The Fred

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Eguintir Eligard wrote...
you cant resize VFX MODELS. Do either of you know the diff between a model and an image?  Bigbys fist is a 3d model not a dirt shadow aka a jpg of black

I think this is a semantics issue. You can create resized VFXes, but if the VFX in question uses a model like the Bigby hand, you'd have to resize the model separately (isn't there a scale on them? Probably not). A VFX is kind of a model in itself, though, which I think is what Shallina was talking about. I wouldn't say it's impossible to do something when Kamal has done it.

#444
Eguintir Eligard

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Kamal hasnt done it, . He resized a tga/dds image, like anyone else whos ever used a vfx. Ive done more stuff with vfx than anyone, and I was doing it long ago. A VFX isnt a model, its a 2d primitive. Its not that important anyway because we dont even need it unless we decide it is a bag they are in.

Bigbys hand happens to be a vfx that calls in a 3d model and I wouldnt expect anyone who uses vfx, even heavily to have dealt with one before, because its a very rarely used option. I just stumbled across it.

Modifié par Eguintir Eligard, 16 septembre 2011 - 11:27 .


#445
kamal_

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Eguintir Eligard wrote...

Kamal hasnt done it, . He resized a tga/dds image, like anyone else whos ever used a vfx. Ive done more stuff with vfx than anyone, and I was doing it long ago. A VFX isnt a model, its a 2d primitive. Its not that important anyway because we dont even need it unless we decide it is a bag they are in.

Bigbys hand happens to be a vfx that calls in a 3d model and I wouldnt expect anyone who uses vfx, even heavily to have dealt with one before, because its a very rarely used option. I just stumbled across it.

I suggest you re-evaluate those statements.

Bigby's, like not all but some vfx, uses an mdb (c_bhgrasp_cl_body01 in the case of Bigby's grasp) for the effect. And mdb's can of course be edited with 3dsMax

Here's some models being used as vfx.

the boar looks bad because as you can see I kept the default bigby's hand skeleton.
600x300http://4.bp.blogspot.com/-A5hlkKH-Usw/TnPr3aK04UI/AAAAAAAABHY/hkRPHJVan7w/s1600/vfx_using_model2.jpg[/img]

Here's the black dragon body model with an appropriate animation so it doesn't look strange (the dragon of course is made up of seperate pieces for body/wings/tail)
600x300http://3.bp.blogspot.com/-SkFIXx6dnb4/TnPrjcIi30I/AAAAAAAABHU/xyntLXE5X2s/s1600/vfx_using_model.jpg[/img]

Using a model is in fact one of the default vfx options, unless you're claiming that
vfx can't have any model other than the stock ones, and checksum the
models to make sure someone hasn't put in another model with the same
name to override a stock model.

The only real difficulty in making a giant bigby's hand to be reaching in and grasping stuff inside a bag of holding would be getting a copy of 3dsMax to change the scale of the model with.

Modifié par kamal_, 17 septembre 2011 - 12:57 .


#446
Eguintir Eligard

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So what is it I am re-evaluating? You havent resized a vfx model, (a model made for VFX, not shoving a placeable into one) and nobody has told me anything I didn't already know. Bigbys fist is a VFX only model, it requires 3d modelling to change size. Are you going to do it? I'm not.

I supposed next time I say anything I'll have to qualify it with a dunnite owl sized monologue because a few people here live off the chance to argue. I knew Shallina did, but this is just bonus.

I'll stick to on topic from here this is getting rude to interrupt the thread this much.

Modifié par Eguintir Eligard, 17 septembre 2011 - 01:20 .


#447
kamal_

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Eguintir Eligard wrote...

So what is it I am re-evaluating? You havent resized a vfx model, (a model made for VFX, not shoving a placeable into one) and nobody has told me anything I didn't already know. Bigbys fist is a VFX only model, it requires 3d modelling to change size. Are you going to do it? I'm not.

You insisted it couldn't be done here. Clearly, it can, since the vfx models such as bigby's fist are standard creatures models, as shown by substituting other creatures into the effect.

So if the project wants a giant hand periodically reaching into the bag of holding via a vfx, it's doable.

#448
Eguintir Eligard

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Shallina wrote...

You can resize vfx model by using the VFX editor and making a new effect from an old one that you have resized.

Yup, I did this in PoE on the gargoyle island to make the shadowy bottom of the building. It's a dirt shadow resized.


Tell me w hen 3d studio became part of the vfx editor or stop wasting thread space. The hand isnt needed.

#449
Shallina

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I have resized VFX with the VFX editor, not this one, but I did it for other. I even did new one. Well the tools require a little learning curve, it's a little different than the toolset, but nothing super hard.

I had to declare them in 2da in order to call those vfx with a script. But i am not sure that you need to edit a 2da if you just place them.

The VFX is defined on a X,Y,Z referentiel, in order to resize it, you need to distord those axis if I remember correctly.

In the BGR thread if you look careffully, you can notice resized and altered VFX on some screenshots ;).

If it's true that it is impossible to resize a VFX on the fly in the toolset, you can make a new one that is an old one resized with the VFX editor. Wich give the same result, except if you want to resize the VFX with a script by an in game action.

Modifié par Shallina, 17 septembre 2011 - 06:33 .


#450
Eguintir Eligard

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Is anyone still using the project site on citadel? I got some questions only Shaugugugaugn has replied in there that I can see.