More TNO Placeables Coming Soon........
#26
Posté 09 novembre 2011 - 05:26
#27
Posté 09 novembre 2011 - 06:18
#28
Posté 09 novembre 2011 - 06:40
Note that doing the -z settings on the placement is very difficult to control, as if you touch the placeable again, it automatically raises it back to zero Z.
It is easier to fix the tile to allow an already built in bed to be walkable/useable with a different surface type, like a 9 for carpet so the pc doesn't make a thud sound when lying down, but it can be accomplished with a bed placeable as well.
To be really effective, the bed placeable should be slightly taller than normal, so that when it is placed and adjusted downwards, it still looks to be at the normal height of a bed. CEP has useable beds in it, and there are multiple useable bed haks on the vault, although most are tile modifications, not really placeables. However you can make a placeable that will work.
#29
Posté 09 novembre 2011 - 07:52
Not sure how it works, but should be easy to pick apart this one.
#30
Posté 09 novembre 2011 - 08:35
#31
Posté 10 novembre 2011 - 04:07
Have you included a VFX placeable that generates flickering light? That is something that is sorely needed in my opinion. It could be associated with a campfire or fireplace and add some great ambiance.
BUT regarding those candles I have a few requests:
- I would love to see one of the classic candle holders with a half melted candle. And... my motivation for this is that I would like to use it as a holdable as well as placeable candle.
- Candles in various stages of melt. Take your tall skinny candle and provide it at decreasing heights with increasingly large pools of candle drippings at the base in each iteration. Would be just the thing for an old crypt at a necromancer's party.
Modifié par henesua, 10 novembre 2011 - 04:17 .
#32
Posté 10 novembre 2011 - 07:56
#33
Posté 10 novembre 2011 - 10:13
Realize though that dynamic lights like this are hard on the NWN system. I eliminated shadows from the aforementioned flickering flame as even 6 placements of that was slowing down frame rates significantly. Reason being is that the engine treats them as dynamic lights and recalcs based on the frequency of the animation (roughly 1/4 second period each). I will see if other optimizations can be done as well.
I'll dig into some additional candles with melting also. That shouldn't be too tough with the right textures. Stay tuned.
#34
Posté 10 novembre 2011 - 10:34
The idea about the vrious stages of meltng is that you could build in a visual clock by swapping candles in and out periodically. The candle would appear to become shorter. So the idea is that it looks like the same candle getting shorter. AND you could also throw a ton of these around it would look like a diverese array of candles. Very natural.
Modifié par henesua, 10 novembre 2011 - 10:39 .
#35
Posté 10 novembre 2011 - 11:27
#36
Posté 29 novembre 2011 - 06:10
Modifié par Tiberius_Morguhn, 20 janvier 2013 - 04:25 .
#37
Posté 07 décembre 2011 - 02:41
#38
Posté 07 décembre 2011 - 03:42
#39
Posté 10 janvier 2012 - 08:36

Note the Bioware "fallen timber" in the middle.......hmmm.
Modifié par Tiberius_Morguhn, 20 janvier 2013 - 04:26 .
#40
Posté 10 janvier 2012 - 08:44
#41
Posté 22 janvier 2012 - 08:30
v1.1 - Fixed missing large bookcase blueprints, added various colored candles, added guillotine, added barrels, added benches, added trees, added opened crates/barrels, added birdcages, added smoke, added crystals, added altars, added timber, added books, fixed original books texture alignment, added tents, added mirrors, added bookcases, added floor shackles, fixed various texture alignments, fixed various walkmesh issues, added sacks, added rope coil, added statues, fixed butterfly flight orientation, added gems
Hopefully these baubles will entice some thief action and dragon hoarding in your modules:

Modifié par Tiberius_Morguhn, 20 janvier 2013 - 04:27 .
#42
Posté 22 janvier 2012 - 10:20
#43
Posté 22 janvier 2012 - 03:57
Gimmee! <*cough*>
I mean, "Nice work!" =)
But where's the *purple*?! Amethyst, blast it!
<...a large sack>
#44
Posté 22 janvier 2012 - 04:00
#45
Posté 22 janvier 2012 - 05:21
Re: Fallen Timbers. Bioware's "Fallen timber" is a fallen timber in a building or on a ship rather than a felled log.
#46
Posté 22 janvier 2012 - 05:28
#47
Posté 22 janvier 2012 - 07:11
henesua wrote...
Yeoman's work as always.
Re: Fallen Timbers. Bioware's "Fallen timber" is a fallen timber in a building or on a ship rather than a felled log.
Hmmmmmmm.....
Yeoman is the oldest rating in the United States Navy. Yeomen perform secretarial and clerical work.
I'm really hoping you meant it some other way.
In regards to the timbers, I was thinking more lumberjack timber than finished wood timbers (or lumber). I probably need to add some of the style you refer to for the next release just to have both covered.
#48
Posté 22 janvier 2012 - 07:13
Rolo Kipp wrote...
<snapping open...>
Gimmee! <*cough*>
I mean, "Nice work!" =)
But where's the *purple*?! Amethyst, blast it!
<...a large sack>
Next release, along with blue topaz and pearls (white and black).
#49
Posté 22 janvier 2012 - 08:31
*thud*
<...who just swooned>
#50
Posté 22 janvier 2012 - 08:58
Tiberius_Morguhn wrote...
Hmmmmmmm.....
Yeoman is the oldest rating in the United States Navy. Yeomen perform secretarial and clerical work.
I'm really hoping you meant it some other way.![]()
I did mean this in another way. FYI military definitions are typically so far from the original as to be ... ummm... meaningless out of a military context. Thats as mildly as I can put it.
Yeoman's work typically refers to hard work that achieved tangible results, because a yeoman is someone who owns their own land and works for themself.
A yeoman doesn't work for pay but lives by the quality of their labor. So when someone congratulates you for performing yeoman's work, its a compliment. It means that you worked hard, and it shows.
Yeoman's work indeed!Tiberius_Morguhn wrote...
In regards to the timbers, I was thinking more lumberjack timber than finished wood timbers (or lumber). I probably need to add some of the style you refer to for the next release just to have both covered.





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