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January 2012 Custom Content Challenge: Rogues stuff


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142 réponses à ce sujet

#26
Izk The Mad

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That's very cool stuff there, Borden! I can't help getting ideas from it. It would be funny to use that wardrobe like a magician's trick. Have an NPC use it, and when the player opens it, the NPC is gone, perhaps replaced by a nasty monster that spawns in upon opening it. *evil laugh*

#27
Borden Haelven

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Or perhaps a Closet of Teleporting. When you enter it closes then transports the player to it's counterpart elsewhere in the game.

#28
ShadowM

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henesua - Great, I did not know about these. I will have to check them out. Yeah I would set them to be unusable and then just run my custom search system on them. So would work like a charm. :)

#29
_six

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Well, in addition to a spike wall placeable model I seem to have coded a reasonable solution for timed spike traps (ie, ones that fire off automatically in sequence, and the player has to time running between them to avoid damage). I'm thinking I'll add a tumble check too, which if succeeded will teleport the player slightly backwards out of harm's way.

By the looks of it this is going to be hard to demonstrate or explain with screenshots so I guess I'll just submit a demo area with my placeable and scripts.

#30
Borden Haelven

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@ _Six A spiky grandfather clock trap would be cool.
I've come up with a work around for mine using two hidden passage tiles, two sliding bookcase placeables and one script. Got it so a successful Listen skill check will give a "Sounds hollow" clue (Placeable Reflex), a successful Lore check will get a "Books look odd" clue (Placeable Fortitude) and a successful Search check (Placeable Will) will open it. When the placeable is set useable it overrides the door mouse over on the transition SAM behind the placeable. The placeable's script sets it unuseable when opened so the transition can be used.
       I tried giving it an inventory full of books to throw players off the scent if they don't have the needed skills but I can't stop the blimmin' thing from pening when I open the inventory. Would changing the open2close & close2open anims to on2off & off2on work?

Modifié par Borden Haelven, 10 janvier 2012 - 01:27 .


#31
Rubies

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Well, in addition to a spike wall placeable model I seem to have coded a reasonable solution for timed spike traps (ie, ones that fire off
automatically in sequence, and the player has to time running between
them to avoid damage).


Just a small note, from experience on this point (at least using a fire effect and the base NWN 'spike' trap), low-end computers get a -huge- lag spike when they fire if you're using multiple timed together; like, for instance, a line of spike traps. It probably won't matter, but I remember being told off about this on an old dungeon. :)

If I get enough time without being jammed in hospital and have the drive to, I'll make a few different placeable traps with animations, with the following being what I'd like to do:
-Bear Trap
-Single Spike Floor Trap
-Multiple Spike Floor Trap
-Steam Wall Trap
-Steam Floor Trap
-Fire Wall Trap
-Fire Floor Trap
-"it_trap" Model Replacement

Modifié par Rubies, 10 janvier 2012 - 03:02 .


#32
henesua

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Rubies, by "it_trap" model replacement do you mean a better floor model?

That would be awesome!

#33
Rubies

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Posted Image

I'll probably use this as the replacement floor model (the left one being the older one, naturally). There's an animated version that I'll turn into a trap VFX too.

#34
henesua

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Nice! Shouldn't the floor model by in a non-active state though?

#35
Rubies

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Posted Image

How's that? Ignore the black plane, I forgot to hide it. It's just to make selecting it with a mouse easier in-game. :P

Modifié par Rubies, 10 janvier 2012 - 03:51 .


#36
henesua

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Excellent!

#37
gutwrench66kg

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Rubies... wow, I had thoguht about throwing a few ideas out for those that need inspiration and that was one of them.  While playing Dragon Age:Origins and Witcher 2, I came across a good # of those. I can think of a few Ranger/Rogue types that'd love to set that trap up!

Other random suggestions for those needing some inspiration for the month..
  • an IT_ model for the thieves tools   http://www.medievalc...eves-tools.aspx
  • the entries for poisons.2da have a column for "vfx_impact".. maybe something to replace the visual/audio of poison being applied.. or a few variants for the different types?
  • Unique vfx for the various default trap types? The spike trap has a vfx, but the others could use some uniqueness.
  • Alternate effects for some of the throwable grenade-like weapons.. choking powder, holy water, etc....
The shell game that Amethyst Dragon has mentioned brings up the point that rogues aren't all knife-in-the back types, there's plenty of variety for scoundrels, vagabonds, and ne'er-do-wells.
  • Gambling. Shell games, card and dice placeables (card images from Three-dragon-ante?), holdable hands of cards?
  • Rogues steal. a few new shiny goodies for the rogues to steal? How about the old statue from the AD&D DM manual, complete with stealable gem eyes? http://www.otherworld.me.uk/images/gallery/idolpaint1.gif
  • They come in all shapes and sizes... a few new heads for our shadowy friends? Rogue/Bard scoundrel A beautiful human woman with a carnival type mask? (perfect for hiding the identity... also works for the ladies of the Moonstone Mask in neverwinter!) a few shadowed/hooded appearances for our Strider types in the tavern corner
Just spouting a few random ideas that came to mind! :?

Modifié par usagreco66kg, 10 janvier 2012 - 06:09 .


#38
henesua

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usagreco66kg wrote...
A beautiful human woman with a carnival type mask? (perfect for hiding the identity... also works for the ladies of the Moonstone Mask in neverwinter!)


Head aligned VFX masks!

#39
_six

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Modifié par _six, 10 janvier 2012 - 12:17 .


#40
jackkel dragon

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_six wrote...



Posted Image

#41
Rolo Kipp

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<feeling a bit...>

@ _six: Wow! Great Gauntlet material =)

@ Rubies: Badly needed overhaul, and a fine touch on the details :-)

@ Henesua: I just call them "drop models". I think it makes things clearer :-P

I don't think I should be enjoying *anti-*theft measures so much, though ;-P

Those are some good ideas, usagreco. Here's one building on your statue idea... I want a little golden statue that summons a dancing girl doing a dual-weapon rave! <you would *raven scowl*> Now, where did I see that before... <you were drunk and don't remember. *i* do. ten snails, old man. *rainbow* snails>
Damn.

<...like a traitor>

#42
Borden Haelven

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I think I've just noticed a major project... My sliding shelves have lead me to notice the uniform thickness of the walls of the castle interior. You could fit a hidden passage in all of them in fact. I feel a Castle Interior with hidden passages build coming on...

#43
Izk The Mad

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_six wrote...


THAT is awesome. I love seeing "real time" style action game stuff in NWN. Now let's see you try to get some henchmen through that gauntlet! *evil laugh*

How about a nice pendulum blade that works the same way?

Modifié par Izk The Mad, 12 janvier 2012 - 03:04 .


#44
Borden Haelven

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Sliding doors are working now. :- www.xfire.com/video/52de01/ Posted Image

#45
Jenna WSI

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An idea I think a lot of PW's could use... a utility belt clothing item with lockpicking materials, rope, little bags, and mysterious vials?

Both of those animated items are awesome though :)

Modifié par Jenna WSI, 13 janvier 2012 - 01:46 .


#46
Tyndrel

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Did anyone adopt the Wanted Poster
idea? As I've finally managed to persuade gMax to export my bloodstain after
a week of trying (I suspect Danmar's wonderful tutorials are a tad
obsolete in places). I hit on the idea of putting the single plane
vertically and sticking a poster on it.  So far I've managed this...

social.bioware.com/uploads_user/173000/172318/179056.jpg

If no one else is doing such things I'll keep going but I suspect I may be a bit of a pain with the questions so I'll appologise in advance.

Modifié par Tyndrel, 13 janvier 2012 - 03:28 .


#47
The Amethyst Dragon

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Tyndrel wrote...
Did anyone adopt the Wanted Poster idea? As I've finally managed to persuade gMax to export my bloodstain after a week of trying (I suspect Danmar's wonderful tutorials are a tad obsolete in places). I hit on the idea of putting the single plane vertically and sticking a poster on it.  So far I've managed this...

social.bioware.com/uploads_user/173000/172318/179056.jpg

If no one else is doing such things I'll keep going but I suspect I may be a bit of a pain with the questions so I'll appologise in advance.

I like the posters you've got in the pic, but I think they could use a minor adjustment to the texture.  The pictures appear to be out of place, or too white on the parchment background.

I'm not sure what you use for an image editing program.  I use photoshop myself.  I would layer the picture on top of the parchment, then set the picture layer as "multiply" instead of "normal", which would cause anything lighter than the parchment to vanish and the picture to look more like it was drawn directly on the parchment poster.

As far as questions go, I see that as part of what this challenge is for...people learning new things and challenging themselves to make something new.  Ask away.

#48
Shadooow

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Borden Haelven wrote...

Sliding doors are working now. :- www.xfire.com/video/52de01/ Posted Image

Absolutely awesome! Well done.

#49
Tyndrel

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The Amethyst Dragon wrote...

I like the posters you've got in the pic, but I think they could use a minor adjustment to the texture.  The pictures appear to be out of place, or too white on the parchment background.

I'm not sure what you use for an image editing program.  I use photoshop myself.  I would layer the picture on top of the parchment, then set the picture layer as "multiply" instead of "normal", which would cause anything lighter than the parchment to vanish and the picture to look more like it was drawn directly on the parchment poster.

As far as questions go, I see that as part of what this challenge is for...people learning new things and challenging themselves to make something new.  Ask away.


Thanks Amethyst Dragon, those portraits were modified in Photoshop (then exported to a DTP) but the white in the texture comes from the "charcoal and chalk" filter I used to make them look hand drawn.  I see what you mean, thankfully those were the only two textures I made with that filter (there are six others). I'll also try mixing the parchment background and the text/picture in photoshop rather than the DTP for the added control you mentioned (and the eraser!).

Thanks again  :)
 

#50
TheSpiritedLass

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@Borden - Awesome stuff! How badly did Pen threaten you to get those made? *grins*

@Ty - Hey you. *hugs* Great start on the posters!