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January 2012 Custom Content Challenge: Rogues stuff


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142 réponses à ce sujet

#101
Zwerkules

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For this challenge I wanted to make a thieves guild, but I think that a thieves guild should be hidden, not out in the open where everybody can see it.
I wanted it to be hidden in some kind of vaulted chamber below a huge building (3x3 tile group).
I had planned to make a convent/hospital below which I'd hide the thieves guild, but since I don't have enough time to finish that by Feburary 1st, I used a temple from the Roman City instead and changed it a bit.

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Hiding that cave entrance is up to the builder ;).
As you can see it's not quite finished. You can walk into that cave and there'll be a vaulted chamber with stairs leading down there.
The problem with that is that if the area has weather effects activated, it will rain inside the cave.
Another problem is that you'd have to place the camera somewhere behind the PC when entering the cave because you wouldn't see much from a top-down view. A lot of people don't like to use other camera modes than that one. That's why there'll also be an area transition at the cave entrance.
Builders can make it lead to an interior area. If they don't use that area transition it won't show up in game and the PC can walk into the cave and use an area transition at the stairs leading down.

At the moment this tilegroup is part of the Medieval City tileset, but I'll change it so it will fit into the Bioware city tileset. I can't add it to the TNO tileset because of the lower height difference between normal and raised terrain in that tileset. There are ways around that, but I'd have to make the tile group bigger and make changes to it for which I don't have the time.

#102
henesua

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That looks great, Zwerkules. I like the options you have given builders - and that this will work in both tilesets.

#103
Vibrant Penumbra

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 @ Spirited: I could make it an item,as well (perhaps for V2?) so you can drop it like Rubies bear-trap. But until then, enjoy^_^

Here's my sister all set up for when you get the trap working (she is so not my favorite!): :devil:

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And up close, though I suppose I ought to cut out two of the lobes to match your icon...
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@ The Z man: Defiantly giving me ideas...:D
But I'm still hoping to meet you down a dark alley some time Real Soon Now :P

Modifié par Vibrant Penumbra, 28 janvier 2012 - 05:25 .


#104
Rolo Kipp

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<arm wrestling the dwarf for control of the computer...>

@ Z: Nice!

@ TSL & Pen: If you change anything, change the icon.
I *like* the 6 peels, 4 is too few.
And if you have to change the icon anyway, change it to match the model and you're done :-)

Anyway, here's a reminder of who is doing what <mostly to keep it straight in his own mind>
(CC Makers, remember to coordinate resources!):

+ The Spirited Lass: Script, item, placeable - Banana Peel trap
+ The Amethyst Dragon: Placeable, convo, VFX & script - The Shell Game
+ Borden Haelven: Placeable - Hide-in wardrobe (w/o lion or witch). *SUBMITTED*
+ Cestus Dei: Tile group & door - Thief-proof Vault. (hah!) *SUBMITTED* (but still being tweaked because I can :-)
+ _six & aaronn: Placeable, script, sounds - Timed Real Spike Trap
+ Borden Haelven: Placeable - Sliding bookcase. *SUBMITTED*
+ Pen & Lass: Placeable, script, creature, sounds - Duck x3 Trap, Mallard duck, A nasty surprise for Cestus
+ Izk the Mad: Creature - Rory the Thief NPC
+ Rubies: Placeable - Bear Trap (possible)
+ Tyndrel: Placeable - Wanted Posters *SUBMITTED*
+ usagreco66kg: Placeable - Wanted Posters
+Tiberius_Morguhn: Placeables - Loot-worthy chests
+ Zwerkules: Tile group - Secret HQ 

Updated 2012-01-31
Please correct me if I have anything wrong.

For V2 (due March 10th):
+ Vibrant Penumbra: Placeable, script - Pirahna trap

<...after chugging a drought of storm-giant strength>

Modifié par Rolo Kipp, 31 janvier 2012 - 11:50 .


#105
Zwerkules

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Vibrant Penumbra wrote...
@ The Z man: Defiantly giving me ideas...:D
But I'm still hoping to meet you down a dark alley some time Real Soon Now :P


That sounds like a threat. Don't kill me! I'm too young to die! :unsure:

#106
_six

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You can make that "_six and Aaronn" as he's created the (very nice) necessary sound effects for my trap setup. I also have a prefab area that's needed to demonstrate, which should be put into the module.

Modifié par _six, 28 janvier 2012 - 10:54 .


#107
Vibrant Penumbra

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Then I suppose you ought to make the Duck Duck Duck trap "Pen and Lass" ^_^ She's doing all my sound effects, too.

And here's her part of the bargain ;)

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Corrected to match the icon.

Really, old man. When was the last time you peeled a banana in 6 sections? :P
Just 'cuz I was lazy...:? 
The starting cylinder had 18 sides, so six came easier than four *sigh*

Better, Sister in Spirit?

*dances into the shadows*

#108
Vibrant Penumbra

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 @ The Big Z: Threat? :huh:

Hah! It's admiration! :o 

I just do most of my business in dark alleys. :devil: I don't invite just any body into my home, you know...

Hey! Git yer mind outta the gutter! :o

*thinks* <_<

But then, where's the fun? :P

How far away are your scrumptious dark alleys, Z?

#109
henesua

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You shady types prefer to dance around the issue, eh?

#110
Vibrant Penumbra

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 With ribbons! :D

Strong, red ribbons :devil: That issue isn't going anywhere...

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Not anywhere good, anyway. =]

Hmmm, think it's ominous enough hint to leave a couple boots (feet still in 'em) in the mud?

Modifié par Vibrant Penumbra, 29 janvier 2012 - 05:59 .


#111
The Amethyst Dragon

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Puttering along on my prefab/script/model submission.  Got my conversation and scripting all plotted out and ready to make in the toolset, got 3 models done (3 different seashell placeables for under the coconut shells on a table), got the main table & coconut shells model built and partially animated (3 of 4 animation states done, I'll finish the last (more complicated) one tonight sometime).

I opted not to go with VFX for this just for simplicity.  I'd rather be able to pre-place placeables that I can control the visibility on than to try to create/apply/remove visual effects.  The idea is to make it easier for other builders to use, not harder. :P

In total I should end up with 1 conversation (with 5 scripts built in) and 4 placeables (new models & textures), plus an NPC to run the game.  I'll include blueprints to make things even easier to get started.

Nothing like putting a project off until just before it's due. Any good procrastinator should be able to cram lots of work into the least amount of time possible just before a deadline. :)

Maybe I'll just take a little break and go watch a heist movie.  The Italian JobGone in 60 Seconds? Ocean's 11? The Thomas Crown Affair? Entrapment?  Yeah, can't go wrong with a Sean Connery flick, and haven't seen that one in a long time... What are you rolling your eyes for?  I've got days until the entry deadline.
:devil:

#112
Rubies

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Posted Image

I finished the replacement models, 2da edit and scripts for the Spike series of traps. I went for the "neat" pattern of spikes rather than the chaotic Bioware one for the metal ones, but I'll probably put together some more primitive wooden types if I get the chance, too.

Modifié par Rubies, 31 janvier 2012 - 09:25 .


#113
Cestus Dei

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 Until I get me reflections worked out, I be done with the Vault fer now.

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Thet moon-metal door has all tha proper runes an' enchantments on it. Now it be up ta the old man ta put it all together.

*looks Rolo over with jaundiced eye*

Heh.

Yer outta gold, wizard. Both coin an' ale.
I'll be goin' now.

#114
The Amethyst Dragon

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Posted Image

It would look a little better with newer crates surrounding it, like the NWN2 ones converted by thegeorge and included in CEP, but I figured for this we'd want to see it with default resources.

This game uses four new placeables.  The main part is the makeshift table (wood on top of a sawhorse and crate) with "coconut" shells (or big walnut shells), then three placeables for placing a small seashell.  The game requires blueprints for the three shells, and an NPC to place a conversation on (the old guy running the game in this picture).

And yes, I even remembered to make a portrait for the table placeable.

Total:
4 placeables
1 conversation
3 (or 4) placeable blueprints (Special > Custom 3)
1 portrait set for a placeable
6 scripts
1 NPC
4 texture files

I don't think I'll be making submissions quite this complicated (for something so single-purpose) in the future.  It works like I wanted, and will be easy for other builders to import and use, but was a pain to actually get working right.  The seashells themselves went through three or four different methods of controlling them (and many in-game tests) before I settled on the final one.

I gotta say...animation can be a pain in the posterior.  And I was only doing four states (off, off2on, on, and on2off).  I have great respect for those that can animate something like a creature with a full set of animations.

Modifié par The Amethyst Dragon, 31 janvier 2012 - 04:33 .


#115
Rolo Kipp

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<dropping his...>

Oh! Wow! That *table* is the *perfect* touch! The whole idea is neat, but that table is *inspired*!
Really brings out the "shady" in the whole deal.

Um, portraits. Right. <the dwarf left them to you>
*sigh* <your rules>
You are a real <bother. i know *raven grin*>

<...money on the table>

#116
Rolo Kipp

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<rubbing his...>

@ Rubies: Now *those* look like they'll hurt! <with all the blood, i think they already have ;->
Heh. Gotta be careful where you *sit*, let alone step, around these ladies.

@ Pen: Looking *quite* ominous. "DUCK!"? Maybe *obvious*, too? What are you planning, bright shade? <he means "are you done yet?">
Well, yes. But you can't be so crude with the ladies, Bother <*you* can't, you mean>
*sigh*

<...behind>

#117
The Amethyst Dragon

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Rolo Kipp wrote...
That *table* is the *perfect* touch! The whole idea is neat, but that table is *inspired*!
Really brings out the "shady" in the whole deal.

Thanks.  It's what I was going for.  Just a thrown together game to scam money out of passers-by.  In the conversation, the NPC is even tries to flatter the marks a bit.

I found it funny when testing that with the old man as the scammer, one of his animations adds atmosphere.  When you're in the conversation talking with him, he's looking right at you.  When you exit out of the game (basically when you say no to playing, or playing again), his head droops like he's depressed at your choice to not play.

#118
Tyndrel

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This stuff is stunning even by the CCC's normal high standards.

The posters are done (I hope) and I've learned a huge amount and may even have got them almost right in the end.

social.bioware.com/172318/albums/998391/182038

My head hurts, I think I'll go and put it in a bucket of water for an hour or two.  ;)

#119
The Amethyst Dragon

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Nice, Tyndrel!

#120
OldTimeRadio

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So many great things on display in this thread!  These CCC threads are almost guaranteed to be the showcase for some of the best new models/ideas in all of NWN in a given month.

#121
TheSpiritedLass

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The goofy banana peel trap is done. I'm mostly happy with how the script turned out. Thanks Pen for making the peel model for me. *beaming*

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#122
TheSpiritedLass

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*eyes go big and wide at Z's building.* You are just trying to make me drool. Admit it! *grins*

#123
Zwerkules

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I'm not trying to make anybody drool. Not even dogs. ;)
The version for the medieval city tileset has been finished since yesterday, but the one for the Bioware city isn't. It took longer than I thought to replace the textures by textures from Bioware tilesets and I still don't like the way it looks, but with other textures it would stand out too much.
Now I still have to change the city walls in two tiles so they match the raised cobble terrain in the Bioware city tileset.

This is what the 'cave' below the temple looks like in the Medieval City tileset:

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I had to lower the ceiling and make the pillars very short to make this fit under the temple. It's not quite what I had in mind, but the best I could do in the time I had.

Modifié par Zwerkules, 02 février 2012 - 04:01 .


#124
Vibrant Penumbra

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 But that's perfect!:o

Of course the hidden TG is in a low-ceilinged, but sumptuous room under some do-gooder establishment.^_^

It's where I always put it B)

Wrap it up, Z-man. I'll take it :D

#125
henesua

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It looks great, Zwerkules. And it is a must have for Arnheim.