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#451
kamal_

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Eguintir Eligard wrote...

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.

Just toolset knowledge, no 3d Studio:

600x300http://3.bp.blogspot.com/-3O2HIAOnn3I/TnSjITvBlJI/AAAAAAAABHk/WdwljzgNlts/s1600/hand_3x.jpg[/img]

600x300http://2.bp.blogspot.com/-3PZxt7fR-O4/TnSgxve5m0I/AAAAAAAABHc/Jss2RfRvwbs/s1600/hand_1x.jpg[/img]

Modifié par kamal_, 17 septembre 2011 - 01:40 .


#452
The Fred

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Agree with trying not to derail the thread a bit but I think there's confusion over terminology. VFX "models" or whatever can be made up of a variety of components. Those can be projections, particle systems, or other models. This is exactly how it was in NWN1. "Resizing the VFX model" really means nothing in itself. If a VFX is made of a single texture which you resize, then you have resized the VFX model. If the VFX is made of a single giant hand model then using a resized hand makes a resized model (though looking at what Kamal has done that isn't necessary). No it's true that you can't resize VFXes directly (that would make life a lot easier) but that doesn't stop you from making giant hands or tiny textures or whatever you want.

Anyway to get back on track, I haven't check out the citadel site for a while now since I've been somewhat sidetracked, particularly recently, but I'm all for getting my act together and finishing things up. Things seem to have slowed right down (at least I have) which I don't think is such a bad thing in itself - for me at least this is a hobby, and it's meant to be fun for everyone - but it'd be better to get things released sooner rather than never.

#453
Eguintir Eligard

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The citadel shut down entirely because it was summer. But summer is over everyone has had ample slacking time myself included. I finally tore myself away from need4speed and got the wedding just about ready for "prototyping" .

imageshack.us/f/7/weddingg.jpg/

I think its most critical to get the lower end stuff finished first. A few of us have volunteered for multiple ranges, I am making sure I do the level 6, my lowest first. Then chaos can assemble and build from the start out, and it buys you a little time to improve your later level contributions.

Also a note to that poster in this thread and others who are thinking of contributing, you don't have to get knee deep in the project (god knows I don't know what all the files/conventions are) to still submit an area. Is it too small? That's not really possible as there are many cases for need of a little 2x2 interio to just serve as a random point of interest on the map. Give it 1 tough little fight and a worthwhile reward for winning and it will very useful. The more of these little areas we get the better, it will fill in the gaps. Particularly post level 5-7. and post 14.

Maybe you have an area you can build but want a script or something to run but dont know how, or you just want someone to improve the imagery because you aren't good with the art work. Can't hurt to send it to us and ask.

Modifié par Eguintir Eligard, 17 septembre 2011 - 10:54 .


#454
nicethugbert

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Talk to the hand because the face ain't listening!

#455
Eguintir Eligard

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Does your hand listen then?

#456
M. Rieder

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Eguintir Eligard wrote...

Does your hand listen then?


You have to make a diplomacy check. 

#457
Eguintir Eligard

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What is the corresponding listen check on a hand anyway?

#458
Dann-J

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Here are a few preliminary screen shots for Baggin's Hollow - a halfling/kender village inside a bag of holding:



I'll attempt to upload it to the prefabs area on the vault in the near future (fingers and hairy toes crossed).

#459
Eguintir Eligard

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Its so dark and gothicy. Its definitely gotta be inside a black sphere. Black snow globe?

#460
kamal_

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Yarrr! It be talk like a pirate day! I demand some pirate-y quests! And wenches!

#461
M. Rieder

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Wow Dann, that looks really great.

#462
Shaun the Crazy One

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DannJ wrote...

Here are a few preliminary screen shots for Baggin's Hollow - a halfling/kender village inside a bag of holding:



I'll attempt to upload it to the prefabs area on the vault in the near future (fingers and hairy toes crossed).


Very nice.  I have to say I love what you did with the sky dome.  It looks pretty convincing.  I'm sure it will make an excelent contribution to the prodject.

#463
Dann-J

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I used the Shadow Plane skydome from MotB. It fades to black towards the horizon, so it blends in well with the pure black texture of the 'void'.

It's the halflings themselves who really bring the place to life though. They've all got very simple hearbeat scripts to prevent them from just standing about like stunned mullets. The seated patrons eat, drink, and gesticulate wildly. A pair of women are engaged in an endless conversation. A smith works away at an anvil (occasionally yawning or scratching himself). Some children are chasing each other about the entire village.

It could all have been done much better with scripted waypoints (given enough time), but it's amazing how a few quick-and-nasty HB scripts can inject a bit of life into an area (even if things do get a bit repetitive if you watch them for long enough).

Modifié par DannJ, 20 septembre 2011 - 05:27 .


#464
rjshae

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Shaun the Crazy One wrote...

DannJ wrote...

Here are a few preliminary screen shots for Baggin's Hollow - a halfling/kender village inside a bag of holding:



I'll attempt to upload it to the prefabs area on the vault in the near future (fingers and hairy toes crossed).


Very nice.  I have to say I love what you did with the sky dome.  It looks pretty convincing.  I'm sure it will make an excelent contribution to the prodject.


Looks good. The one oddity is the size of the building. One might expect halfling homes to be, well... shorter. Shrug.

#465
Dann-J

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rjshae wrote...

Looks good. The one oddity is the size of the building. One might expect halfling homes to be, well... shorter. Shrug.


The buildings are all at 3/4 size. I suspect the one you are refering to is the tavern though, which was huge to start with (and now only moderately huge).

Plus everything looks big next to a bunch of halflings. That's why I prefer showering with them... Image IPB

#466
bealzebub

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ha ha ha...

#467
Eguintir Eligard

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shouldnt they be at half size? Or are these halfings actually three quarterlings?

Modifié par Eguintir Eligard, 21 septembre 2011 - 01:41 .


#468
Dann-J

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Technically speaking, halflings aren't even supposed to live in houses at all. They tend to live in underground dwellings. However the makers of the game seem to have had an extreme racial prejudice against halflings (with not even a halfling companion), so there weren't any halfling abode models at hand.

I used the rural house models instead, which seem to have tiny enough rooms as it is (judging from the outside) at full scale. Anything less than 3/4 scale made them look like dolls houses. Although granted, NWN2 houses seem to possess curious tardis-like properties in the game.

At smaller scales there would hardly have been enough room to swing a rat inside them, let alone a cat. That would have completely ruined the annual halfling rat-swinging festival (or at least made the clean up afterward even more unpleasant than usual).

#469
Eguintir Eligard

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Since nobody replies in the project forum I'll ask here does anyone actually have the combined files working? I continue to get weird blank tiles and monsters that dont match their description in appearance. Or they all show up human rather than what they say they are (ie, most of the new giants).

Throw me a PM if you don't mind and tell me what I am doing wrong. I got the 2 haks and the one 2da hak which I assume overrides the old 2da hak... and the campaign folder.

#470
Shallina

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Nop the projects hak aren't working for me.

I used the BGR one for the city exterior I made for it.

#471
Eguintir Eligard

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Okay... thats not good.

#472
PJ156

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We had a dissappearing ogre model early on which was dealt with by CW but that is the only giant model I have tried to date (are ogres giants, I don't remember)

I don't see the rws cliffs at all either :( I reported that one and just did not use them.

PJ

#473
Shaughn78

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Other than a few issues with the older version of pain's appearance.2da I have had no issues.

Correct issues -ogre mage, original ogre appearance and n_human.

#474
Eguintir Eligard

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im not talking about the stock giants, there is a new set with the same type of naming convention as the hill giant which is working. SHouldnt we sort this out so that we can all use it before trying to put it together for a player??

#475
Shallina

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BCK and RWS placeable not working at all with the files provided.

Modifié par Shallina, 22 septembre 2011 - 11:08 .