November 2011 Custom Content Challenge: Underwater Stuff
#101
Posté 21 novembre 2011 - 09:22
#102
Posté 21 novembre 2011 - 10:20
Understanding nothing is very important.
<..."om">
#103
Posté 22 novembre 2011 - 01:50
#104
Posté 22 novembre 2011 - 09:05
Link
EDIT: Edited the link... again.
Modifié par Rubies, 26 novembre 2011 - 07:52 .
#105
Posté 22 novembre 2011 - 10:18
That's cool! I like those.Rubies wrote...
...I changed my mind and threw together some underwater-based spell effects to act as replacements for Burning Hands and Fireball . Each effect...
http://www.twitch.tv...ice/b/300684537
#106
Posté 24 novembre 2011 - 06:04
#107
Posté 24 novembre 2011 - 05:05
Wouldn't you know it, but now I've got more than 20 possibilities. Time to break out the D&D dice.
If anyone is in dire need of an idea (it's pretty much just models this time, some relatively easy, some more complex), feel free to ask and I'll post a random one for you.
#108
Posté 26 novembre 2011 - 07:57
First is an emitter-based placeable, a 5 meter long (half a tile) line that releases bubbles. Good for the start of a curtain of bubbles or along a small volcanic fissure.

Next is an irregular stone arch with a little coral growing on it, made to match the reef terrain in lord of worms' Undersea tileset.

Just like the first stone arch, this one is made to match the bedrock terrain in the Undersea tileset.

This creature model represents a water elemental in it's natural environment. The only visible parts are it's glowing eyes, since it's made entirely of the same water it's surrounded by. Made to match up with my D&D classic Elementals.

Finally, no penguin is going to want to walk around the sea floor when it can instead "fly" through the water. This one borrows the animations of ravens, with a darkened texture to better match adult penguins.
Modifié par The Amethyst Dragon, 26 novembre 2011 - 07:59 .
#109
Posté 26 novembre 2011 - 03:34
#110
Posté 26 novembre 2011 - 07:56
Sooooo cute.
#111
Posté 26 novembre 2011 - 08:40
Heh. I woulda thought you'd be asking for fangs and claws and stuff...Vibrant Penumbra wrote...
I like the penguin!
Sooooo cute.
Kindred to Killer Rabbits and Geriatric Ju-Jitsu Gerbils and such ;-)
<...suspicious>
#112
Posté 26 novembre 2011 - 08:42
I am in awe with the speed and ease with which you continuously toss off quality stuff, AD.
Nice.
<...impressed>
Modifié par Rolo Kipp, 26 novembre 2011 - 08:42 .
#113
Posté 26 novembre 2011 - 10:05
Rolo Kipp wrote...
I am in awe with the speed and ease with which you continuously toss off quality stuff, AD.
Speed, sometimes. Ease, sometimes. Quality, working on it.
These five particular models are not really complex, there's no animation, very little original texture work. I don't have near the 3D modeling skill of some folks (especially when it comes to textures). I do a lot of adapting the work of others to my vision.
- Stone arches: started with a large sphere, applied reef texture from lord of worms' Undersea tileset, changed to editable mesh, deleted some vertices, moved others around, copied reddish coral pieces from one of the Undersea tiles. Cloned stone section and chopped off the top for the .pwk. Exported, then changed model name for the next one, changed reef texture for bedrock texture, exported again.
- Bubbles: took a VFX bubbles placeable from the 1.67 or 1.68 patch (with NWNExplorer Reborn), straightened out the emitters, stretched them out to 500 x 10 cm, increased the emitter birthrates by a lot, exported.
- Water elemental: took my remade "classic" elemental, stripped out all but the base torso part and eye emitters, changed torso to be unrendered, used my water elemental as a supermodel for animations (it's designed to match up with that model's appearance anyway), exported.
- Penguin: pulled BioWare's penguin and falcon models out with NWNExplorer Reborn, imported both into gmax at the same time. Rotated/moved penguin parts to more closely match up with falcon parts. Renamed penguin torso, head, and wings to match body, head, and inner wing section names of the falcon. Deleted the falcon parts (but not the model base!). Deleted the penguin model base. Moved a few vertices around to slim down the penguin's posterior and move it's feet. Exported.
Oh, and I do a lot of Reset X Form. Unlink desired parts, reset x form, re-link desired parts, export the model, reset, import the model to keep working. Anytime I move a pivot point, rotate a part, scale a part, or do anything other than moving individual vertices, I make sure to unlink/reset x form/link as soon as I think I'm likely done with that particular change. Saves me lots of headaches later.
Also, anytime I make a new object/part and want to apply a texture, I make sure to apply it before converting to an editable mesh.
Speaking of textures, they are my biggest weakness when it comes to models (besides animating!). I'm pretty good with using seamless textures for many shapes, but things like texturing a brand new creature part (such as a face) are currently beyond my skill...although redoing an existing texture for an existing face is quite doable.
For those out there considering starting on model making for NWN, I suggest starting with existing model and altering them to see how gmax's (or 3dsmax's) various tools work. Play around. Ask questions here in the forums. I personally have no formal training with any sort of software, it's all gained by playing around with programs and asking questions when I can't figure something out.
#114
Posté 27 novembre 2011 - 02:07
Who says I'm not, funny little wizard dudeRolo Kipp wrote...
Heh. I woulda thought you'd be asking for fangs and claws and stuff...
Kindred to Killer Rabbits and Geriatric Ju-Jitsu Gerbils and such ;-)
Picture it... TheSpiritedLass' Jaws theme music... Ominous lighting and... Big bow wave of water... and...
Out hops a killer penguin!
*kicks her heels in delight*
#115
Posté 27 novembre 2011 - 03:22
We best not risk another frontal assault- that penguin's dynamite.
#116
Posté 27 novembre 2011 - 02:11
Wooohoooo!
#117
Posté 27 novembre 2011 - 08:21
#118
Posté 28 novembre 2011 - 05:55

Helps:unsure:
Modifié par Vibrant Penumbra, 28 novembre 2011 - 05:55 .
#119
Posté 28 novembre 2011 - 08:40

It isn't even half finished, so I'm pretty sure I won't be able to finish it in the few days that are left.
The gray parts of the roof texture are where the reflections will be. Since this is not at a stage where I can already test it ingame, I have no idea how a roof texture with reflections will look.
#120
Posté 28 novembre 2011 - 11:49
I've got sometin' from in game, but it's far from what I want :-/
Specifically, that beautiful Torc o' Lady Estelindis is floatin' off to the west of the PC's chest. No matter which ol' way he turns, it's off to the west instead o' around 'is neck.
An' I could nae get envmap *and* transparency on that bubble o' air. 'Twas one or ta other.

Mayhap someone knows why me Torc don't align so neat as thet Amethyst Dragon's quivers... but *I* don't. An' that's fact.
#121
Posté 29 novembre 2011 - 05:30
Also, if using gmax (the only modeling program I have experience with), make sure to unlink your torc part from the rest of the model, do a Reset X Form on it, then relink it to the model. I've had problems with section of models jumping back to where they started because I forgot to do that step.
Oh, and I dig the the air bubble effect. I'll likely end up using that for my PW's water breathing spell.
Modifié par The Amethyst Dragon, 29 novembre 2011 - 05:32 .
#122
Posté 29 novembre 2011 - 05:05
Aye, the BubbleOfAir (big) and the VFX_DUR_BUBBLES (small) use the head node and seem ta work right.The Amethyst Dragon wrote...
My VFX Quivers effects are aligned to the character's impact node (rather than the head node).
The Torc is anchored (a pun fer ya, Rolo) to the impact node. Got the *alignment* working right with the "OrientWithObject" column of visualeffects.2da - (had the BubbleOfAir aligned (which, being a sphere, makes no sense) but not the Torc... Musta been asleep at the forge that day :-/ )
Now *some* o' the Torcs line up right and some don't. I used c_ynpc_* models fer the aligning and I'm thinkin' their impact nodes were in the wrong place, though that makes little sense, either :-(
Dwarf male:

Gnome male:

Halfling male:

Aye, I did *try* ta be sure I did that. Need ta double check them all, though.Also, if using gmax (the only modeling program I have experience with), make sure to unlink your torc part from the rest of the model, do a Reset X Form on it, then relink it to the model. I've had problems with section of models jumping back to where they started because I forgot to do that step.
Truly? Now *that* gives me a bit o' pride, then. :-)Oh, and I dig the the air bubble effect. I'll likely end up using that for my PW's water breathing spell.
Modifié par Cestus Dei, 29 novembre 2011 - 05:17 .
#123
Posté 29 novembre 2011 - 05:54
Then again, your index into the visualeffects.2da is a formula (basenum + racialtype + gender)... maybe you are pulling the wrong Torc effect?
I'll look at that before you get to changing the mdls...
You tend to hog the laptop for hours, Grumpy.
<and the old man is better with scripting, anyway>
Edit: You *do* have to scale up the dwarf male torc... the PC neck is thicker than the c_ynpc...
And scale up the drop model so I can see the blasted thing, Soulforge >:-P <his eyes are going...>
Edit2: Oh, you silly dwarf! As there are two genders (heaven help you if you run into someone outside that range), you have to multiply your racialtype by 2 to get the right index.
Elf Female

Gnome male (compare to above)

But you have two other problems - First, you don't remove the effect on unequip. I'll work on that.
Second, you have that same peek a boo effect Vibrant had, the Torc disappears at certain angles of view....
Same Gnome male at very slightly different angle (game was paused for both shots - notice the little bubbles)

<...while doing sneaky things with the other>
Modifié par Rolo Kipp, 29 novembre 2011 - 08:46 .
#124
Posté 29 novembre 2011 - 08:19
#125
Posté 29 novembre 2011 - 08:39
That's part of what Cestus is doing. Just remove the parts you don't like.Jenna WSI wrote...
Would anyone be nice enough to add a script for the bubble over the head to be activated off using an item? I'm really not that good with vfx scripts... but I do have an underwater dungeon half done.
Currently the Torc has:
+ A drop model of the torc itself (Estelindis' model)
+ When equipped it
--+ Adds a big bubble effect around head
--+ Adds a little bubbles effect in front of face (default Bioware Bubbles)
--+ Adds a torc jewelry effect adjusted by race & gender around the neck.
Edit: There was something wrong with his unequip function, but with help from ShadoOow & Lightfoot, I figured it out.
It is a tag-based script that will be included with the 2011-Nov CCC :-)
Just gotta wait for it ;-)
<...glowering dwarf above>
Modifié par Rolo Kipp, 29 novembre 2011 - 11:16 .





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