Karvon
July 2011 Custom Content Challenge: Airships
#26
Posté 10 juillet 2011 - 01:30
Karvon
#27
Posté 11 juillet 2011 - 06:34

I redid the gasbag, the gasbag frame, propellers (thanks to this YouTube tutorial), retextured and remodeled a bunch of other stuff and added a fourth crewmember on the airship.
In conjunction with scripting, I've made it so that as the airship approaches the ground the new crewmember waves and as the ladder for the airship descends he disappears from the airship and appears at the base of the ladder as a fully-interactive NPC. When done chatting with him, he disappears, reappears on the airship (waving goodbye) as it takes off into the yonder.
Right now you can't get too interactive with something like an airship unless it's part of a tileset. I didn't have the time to go that route but I like the illusion of being able to interact with crewmembers on one using a method like this. It seemed to work out pretty well. I'm always open for new ideas about how to squeeze any more interactivity out of what is essentially a placeable with 4 states and which generally needs to be set to unusable so the glow from such complex objects doesn't blow NWN up. PM's or whatever are welcome.
#28
Posté 12 juillet 2011 - 01:46
Regarding the NPC. I wonder if that would be something better handled with scripting. I like the multiple states of animation for the airship, but it would be better to have control of how the NPC looks. I wonder if you just had the ladder descend, and then the modder could via script spawn an NPC at that moment.
#29
Posté 12 juillet 2011 - 04:53
#30
Posté 12 juillet 2011 - 10:41
btw, any chances well get to see the other airship at work also? it sorta reminds me of a final fantasy airship in many ways, but maybe a military version? just a thought...
#31
Posté 12 juillet 2011 - 04:28
About the other ship..there are some things about the way airships are done in NWN which I'd like to address before working on that. If I can get the groundwork laid for something bigger, it'll make a lot more sense to work on such intensive models as that. I'm still experimenting to find out if what I have in mind can actually be done.
Modifié par OldTimeRadio, 12 juillet 2011 - 05:47 .
#32
Posté 12 juillet 2011 - 10:51
having a captain steer the ship is (in my opinon) always the most important and maybe having a second mate (if i have that right) is important as well. maybe a bodygaurd for any sky monsters or sky pirates? just a thought there...
Overall i like the theme on the ship, it reminds me of the movie The Fifth Element with the asian ship/ boat, so say keep it!
and excellent to hear about the other ship! im still trying to work on my own mnodel but ive barely touched it. if i have no time i still wantto submit one of my own airships for the theme and will be sure to post plenty of pictures for everyone to see.
#33
Posté 19 juillet 2011 - 05:28


Modifié par hellothere123, 19 juillet 2011 - 06:37 .
#34
Posté 19 juillet 2011 - 11:02
#35
Posté 21 juillet 2011 - 03:11
Sounds list:
- Author specific sounds from http://www.freesound.org:
--- as_cv_shiprope by laurent - rope stretch sounds
--- as_cv_shipcreak by hello_flowers - wooden hull creaks with background wind/water noise
--- as_cv_shipbell by acclivity - single bell strike
--- as_na_wave by Kayyy - single wave
--- as_cv_shipmast by acclivity - lanyard hitting a metal mast
--- as_cv_shipsail 1 through 3 by Benboncan - sails flapping lightly in the wind
--- as_cv_shiphorn 1 through 2 by milo - deep ship horns
--- as_cv_shiphorn3 by nathanprtII - deep ship horn
- All of the sounds have been sliced and diced a bit.
#36
Posté 21 juillet 2011 - 03:30
@Z - So why not do them as placeables? They could have just landed or being loaded to take off.
@Six - So myserious. I would think a mode of transportation could fit. Especially if it is sky based?
Wow, lots of new artists this month! Welcome to the fun cyberglum (love the seagulls), oOKyeOo (see how I just volunteered you to get your models finished? *grins*), and hellothere123 (nice specs, you could include those as placeables even. Something a gnome might have laying about on their desk).
@Rubies - *hugs* Sleep. Don't forget sleep. Heck that goes for you too Este.
Remeber there is a week extra built into the file deadline this month. =) Realistically I won't get to merging the files until Tuesday the 9th. So another extra day there if y'all need it.
#37
Posté 21 juillet 2011 - 10:57
ill improve on its speed and show a few pics of it, but for now i think some of these will do:

#38
Posté 22 juillet 2011 - 01:42
oOKyeOo wrote...
unfortunatly i havent had time to work on the model i wanted to do, so im going to opt for my origional (first) airship i call the Aerowynd (i gave it a name as i feel all airships should have there day too)
ill improve on its speed and show a few pics of it, but for now i think some of these will do:
Incredible. I like it.
#39
Posté 25 juillet 2011 - 02:35
#40
Posté 25 juillet 2011 - 09:20
#41
Posté 25 juillet 2011 - 11:52
Jenna WSI wrote...
what tileset is that? Never seen it before.
Its actualy the "Complete Rural/City v0.985" Tileset by Armor Darks. you can find it on the Vault... here:
http://nwvault.ign.c....Detail&id=7494
I use it all the time on my P.W Mod: The Realm of Midland, for its the most completed Rural/ City/ Forest/ ETC set ive seen yet. i reccomewnd it!
@ Eradrain: The first image is actualy just a raised City terrain, not a pit, and i put houses down below to give it the impression that the Airship Dock was elevated. ill be putting out more images soon, ive got them all ready i just need to upload them (and the Airship model lol)
The second image is by Mondego and his reskin of the Rocky Mountains set by Chandigar
Modifié par oOKyeOo, 26 juillet 2011 - 12:00 .
#42
Posté 26 juillet 2011 - 08:37
Giant Barnacle, 3 versions: 1 for horizontal surfaces, 1 for vertical surfaces, and 1 for angled surfaces (such as the front of a ship tile)

Skyship Engine: 1 model with different activation states
I also decided to tackle an actual airship part (I was feeling ambitious today). I decided to go the magical route and ended up with an skyship "engine", a spherical silver cage holding an air elemental. The elemental is built into the model. The cage spins in place if set to active, or sits empty if set to deactived. Default state is sitting still with the elemental inside.

I look forward to seeing the final results from everyone else.
#43
Posté 26 juillet 2011 - 06:33
oOKyeOo wrote...
The second image is by Mondego and his reskin of the Rocky Mountains set by Chandigar
Lord Rosenkrantz
The Amethyst Dragon wrote...
Giant Barnacle, 3 versions: 1 for horizontal surfaces, 1 for vertical surfaces, and 1 for angled surfaces (such as the front of a ship tile)
Oh, now those look cool.
Modifié par _six, 26 juillet 2011 - 06:33 .
#44
Posté 27 juillet 2011 - 03:01
I dont know how many polygons it has, but its an object so it disapears and reapears after a certain distance. It was known to cause lag in that department, but no other issues were noted.
Im terrible at texturing so its all one big giant "woody" texture. i set it up in my world so that you wouldnt really know unless you really looked at it (ive spent alot of time game designing so i picked up a few tricks ;p
so for anyones enjoyment here they are!
Bottom of the Airship Dock:

This one im not proud of since the Construction Stuff is in the way:

This was my favorite. It circles around in my OOC Lounge area Designed as a floating island

Credit goes to:
Bioware for the Nwn2 boat (and i think Tom_Banjo? for converting it to nwn1?)
CEP Team
imagination
Dark Armors
& Everyones Support
Modifié par oOKyeOo, 27 juillet 2011 - 03:05 .
#45
Posté 28 juillet 2011 - 06:44
Looks like I might be able to get an airship done for this after all. Shame I couldn't get my tileset done, though.
#46
Posté 28 juillet 2011 - 06:19
Obsidian made NWN2, and thegeorge ported the placeables.oOKyeOo wrote...
Credit goes to:
Bioware for the Nwn2 boat (and i think Tom_Banjo? for converting it to nwn1?)
That's right. I'm a breathing encyclopedia
#47
Posté 29 juillet 2011 - 11:48
#48
Posté 31 juillet 2011 - 07:07


#49
Posté 31 juillet 2011 - 08:24
oOKyeOo wrote...
newset (and last) screenshots. im looking for constructive critizising (if applicable). even though its my first time wanting to give something for the community, i dont want anyone to go too easy on me
The top rotor blades could be a lot longer.
They don't look big enough to lift a ship that size even with the support of the smaller rotor blades.
It would look better if at least the sails would use their own texture. Tell me if you need help with applying the textures.
#50
Posté 31 juillet 2011 - 03:54
Zwerkules wrote...
The top rotor blades could be a lot longer.
They don't look big enough to lift a ship that size even with the support of the smaller rotor blades.
It would look better if at least the sails would use their own texture. Tell me if you need help with applying the textures.
first off thanks for replying!
secondly: ive tried making the rotor blades larger to compensate for the ships large mass, but i realized in reality it might make the blades too flimsy to create enought lift.i opted for the 8 smaller rotors to make up for the larger ones
as far as texturing goes i posted a topic about this before and got some good ideas. Overall im using the nwn2 warship model and textures, so it makes it alot more difficult for me to do understand specific texturing (unlike the nwn boats which are broken into seperate texture pieces).
if it gets released anyone is welcome to add/ or change whatever they want with it. hopefuly maybe get a better version of it then i can do.
edit: also to note. this being a part of one of my first models, there isnt much for animations that i really wanted to do ith it. i only had time to make it move, but i really wanted to make the rotors spin to give it a more realistic feel and maybe even have it "sway in the wind" abit. but thats just something on my to-do list i may never see :|
Modifié par oOKyeOo, 31 juillet 2011 - 03:59 .





Retour en haut






