May 2012 Custom Content Challenge: New Weapons
#51
Posté 09 mai 2012 - 01:16
If your Greatmace and Pike use the standard diremace and halberd baseitem (and the files are named to fit them), then Focus, etc. will work just fine.
If you are creating new baseitems and want all those things, you have to edit a lot more things... which I don't have the time to research today (going off-line in minutes :-P ). But there's some great people on this forum. It'll be of benefit to future CC Makers as well if you start a new topic asking specifically for "How To..." (easier to find when searching).
Gotta go! More later...
<...as he shuts down the mill>
#52
Posté 09 mai 2012 - 08:19
Tutorial: Making a Sword (using GMax, NwMax, Chiliskinner & G.I.M.P.)
(Before posting I tried it, and had a lot of fun doing it. It's definatly a great ice-breaker/confidence builder for ppl who have never done mdling before but have always wanted to learn, (or who have tried before but found the process too confusing or overwhemlming), making a working weapon is a lot easier than you would think. If you want to learn modeling, and you have an hour to kill, I definatly recommend trying it
"Crome Swords are for Pixies!"
Modifié par Carcerian, 09 mai 2012 - 09:18 .
#53
Posté 09 mai 2012 - 09:33
Toy Wooden Dagger

Wooden Practice Swords

Vorpal Blade [Edit: done later
Modifié par Carcerian, 07 juin 2012 - 02:16 .
#54
Posté 09 mai 2012 - 01:59

This don't replace the old version, both will be available; I hope this pleases all tastes...
Modifié par Shemsu-Heru, 09 mai 2012 - 02:00 .
#55
Posté 09 mai 2012 - 02:39
Modifié par Carcerian, 09 mai 2012 - 02:40 .
#56
Posté 09 mai 2012 - 02:51


The concept art for some examples seemed would be nighmarishly high polycounts, so i chose to go the oldschool route, and keep it simple, with a stylized greatsword...


After about an hour i got something workable, (still needs polish)...
Has a nice blooding point, serrated edged for cutting astral cords, red dragon horn shaped blade-breakers, and a handy spiked pommel for close combat.
Texture: w_metal_tex.tga
Total Polys: 1127
Modifié par Carcerian, 09 mai 2012 - 03:31 .
#57
Posté 09 mai 2012 - 04:27
Diamond & Damascus:

Modifié par Cestus Dei, 09 mai 2012 - 06:21 .
#58
Posté 09 mai 2012 - 04:32
#59
Posté 09 mai 2012 - 06:41
Shemsu-Heru wrote...
MACHETE new version:
This don't replace the old version, both will be available; I hope this pleases all tastes...
Nicely done! I don't think there is anything else in the game that looks quite like that. These will be part of the next revision of my HAKs or Arnheim.
#60
Posté 10 mai 2012 - 12:47

My 2nd mdl attempt took a bit longer, till i cheated and just copied the 2nd spike

Middle part is nice big club, Top and bottom model slots are optional iron spikes...

"FE-FI-FO-FUM!"
Name: Giant's Spiked Club
Mdls: WBlCl_b_011.mdl, WBlCl_m_011.mdl, WBlCl_t_011.mdl
Texture: w_metal_tex.tga
Total Polys: 119
Modifié par Carcerian, 10 mai 2012 - 05:51 .
#61
Posté 10 mai 2012 - 04:22
Carcerian wrote...
Did someone mention giant weapons?
I did, though that is not quite what I meant. BaseItems.2da does support a "WeaponSize" of 5 (huge) and 6 (colossal?). These weapons would respect two handed strength bonuses as expected, as well as being too large to be wielded by player characters (sort of the effect that you can loot weapons that are very heavy and too big to use and sell them at a store or display them as trophies). If a 2da line is added and accompanying models are made, I think such a contribution would be a significant boon. It has just always bugged me that minotaurs, giants, and the like can boast of great strength but never have weapons to put their large strength bonus to good use.
#62
Posté 10 mai 2012 - 05:46
An intresting thought for sure, sounds like a good "proof-of-concept" project
Modifié par Carcerian, 10 mai 2012 - 05:50 .
#63
Posté 10 mai 2012 - 03:51

3rd attempt took a bit longer...

Left blade is top part, right blade is middle, and pommel+guard are bottom. Only two blade mdls so far, but with some recoloring designers could make variants (say a Rolemaster "Gemini Sword", or Drow "Fangs of the Spider" etc)
Name: War and Peace Sword
Mdls: WSwRp_t_011.mdl, WSwRp_m_011.mdl, WSwRp_b_011.mdl
Texture: w_metal_tex.tga
Total Polys: 199
#64
Posté 10 mai 2012 - 04:29
Carcerian wrote...
Using weapon slots for different parts gave me another idea...
3rd attempt took a bit longer...
Left blade is top part, right blade is middle, and pommel+guard are bottom. Only two blade mdls so far, but with some recoloring designers could make variants (say a Rolemaster "Gemini Sword", or Drow "Fangs of the Spider" etc)
Name: War and Peace Sword
Mdls: WSwRp_t_011.mdl, WSwRp_m_011.mdl, WSwRp_b_011.mdl
Texture: w_metal_tex.tga
Total Polys: 199
You need to pester the promethean Amethyst Dragon to reveal the secret of fire, and make that one burn!
#65
Posté 10 mai 2012 - 04:42
Githyanki sword is nice. Very exotic looking.
Also, nice work on the glowing whips, and the grenade-like weapons.
Giant club? Looks painful.
Cestus Dei: It's going to be interesting seeing that flying sword when you're done with it. And that other sword looks interesting.
Shem-su Heru: I'm really likeing that machete. The other blades are nice, too.
WhiZard: I like that idea of giant-sized weapons that can be dropped in as giant-only, trophy-worthy items. I may have to experiment in the next month or so it nobody does something similar for this theme.
#66
Posté 10 mai 2012 - 04:48
Leurnid wrote...
You need to pester the promethean Amethyst Dragon to reveal the secret of fire, and make that one burn!
Fire blade: Pull rapier fire vfx model out of game resources with NWN Explorer. Import into gmax along with base weapon model. Remove VFX's aurora base parts. Line up emitters with blade you want always on fire, link emitters to that blade part.
Glowing blade: Retexture with a blade texture that includes yellow for the blade. Alter self-illumination value for that blade to something like "1.0 1.0 0.0" (yellow).
Thats just for trying to reproduce the reference sword.
Might also want to try doing an orange self-illumination for the flaming blade with an orange-tinged blade texture.
#67
Posté 10 mai 2012 - 04:59
#68
Posté 10 mai 2012 - 06:49
Aye. Well thet old man wheedled me good. "Jest one weapon, jest one sword I ask o' ye". Heh.The Amethyst Dragon wrote...
Cestus Dei: It's going to be interesting seeing that flying sword when you're done with it. And that other sword looks interesting.
But thet one sword be a handful o' models; three fer thet weapon herself, another fer her standin' and radiatin' as a placeable and a fifth a-wing and fiesty with a full set o' creature anims.
And thet be not even countin' her scabbard "Red", without which there be no controllin' her.
On them other weapons, I be purely impressed with tha passel o' pain we be collectin' this month.
Too much talkin'.
*stumps off in search of a full keg*
#69
Posté 10 mai 2012 - 07:03
@Six: Oh those are just... *brutal*! Nice.
I'm liking everything, except Grumpy spending more time in my cellars than at the forge.... :-P
<...some medicinal brandy>
#70
Posté 10 mai 2012 - 10:30
In Shayans subrace engine based servers (and many others with homebrew subrace systems) players are given options for minotaurs, giants and other large characters.
These characters do indeed have different rules based on thier mdl size of what they can use.
Supposedly Giant sized characters can't use tiny weapons at all, (untested for pcs but i know the toolset sure doesnt like em), and a two handed weapon for most folk (like scythe or greatswords) is a one-handed weapon for them. While they cant dual weild 2 large weps, they can use a med wep offhand, or a shield (hand-and a half?).
I'd think (needs some testing obviously) that these higher size-classed weapons might be two handed weapons for such chars (possibly giving them the 50% damage bonus these high str PCs have been missing out on) and as mentioned, making a form of size-based use limitations (like tiny weps for large chars), as puny humans, elves and other "wee folk" just plain couldn't use them... At best they would be loot to sold or traded with large pcs. (Perhaps half orcs could be tinkered with, allowing them to use weapons as if they were a size class up from humans...)
It would also be intresting to see if PCs could be made to be Huge Colossal Sizes, and how the nwn engine deals with them as well. I like the thought of the largest brawniest warrior type barly able to use a giants dagger as a two handed sword
I'd definatly be intrested in this, as the potential for large pcs is big. (pun intended)...
Modifié par Carcerian, 11 mai 2012 - 12:41 .
#71
Posté 10 mai 2012 - 10:47
#72
Posté 10 mai 2012 - 10:54
The damascus steel textures are esp nice touch...
Modifié par Carcerian, 10 mai 2012 - 10:55 .
#73
Posté 11 mai 2012 - 12:38
Thoughts on WhiZard 's huge/colossal weapons...
...
Supposedly Giant sized characters can't use tiny weapons at all, (untested for pcs but i know the toolset sure doesnt like em), and a two handed weapon for most folk (like scythe or greatswords) is a one-handed weapon for them. While they cant dual weild, they can use a tower shield (hand-and a half?).
[/quote]
The range for weapons is two size smaller to one size larger. Thus huge monsters cannot use small weapons either. I have discovered a game fluke that allows a PC to become huge in their current appearance (a polymorph, set appearance mismatch). In such cases PCs would be able to use "huge" weapons but not small, however the two-handed animations only seem to fire for weapons of large size (or medium size if the appearance was small). SetCreatureAppearanceType() by itself does not change size, polymorphing does but locks inventory. If the weapon is one-sized larger than the current size of the creature there will be 50% strength bonus. The two-handed animations are based on appearance size (rather than actual size). While giants do not have separate animations for "huge" weapons, the animation used for their fighting is halfway between a one handed and a two-handed animation (the weapon rests slightly above the shoulder held by a bent hand, comes crashing down, and then the second hand connects about midway on the weapon to stabalize the blow).
[/quote]
Modifié par WhiZard, 11 mai 2012 - 12:40 .
#74
Posté 11 mai 2012 - 01:21
Creature has appearance A
1) Appearance is set to appearance B
2) Polymorph to appearance C
3) Appearance is set to appearance D
4) Un-polymorph
5) Appearance is set to appearance E
1 2 3 4 5 Size A C C B B Race A C C A A Speed B B D D E PC Speed B PC PC PC E
Note (if any appearance is 0-6 then PC speed when that appearance is set will be standard PC speed).
Modifié par WhiZard, 11 mai 2012 - 01:27 .
#75
Posté 11 mai 2012 - 01:30
@ Amethyst Dragon: Thx for emitter micro-tutorial, that's exactly what i wanted to know how to do for several ideas i have...
http://gatherer.wiza...14368&type=card
Here's "War and Peace" with proper blades
(using plasma_orange and plasma_yellow textures and a standard rapier fire vfx...)

(I do really like idea of each blade being able to have its own seperate emitter)

or it could be a Sword of Light and Darkness...
(plasma_light and plasma_dark )

or Fangs of Lolth.
(uses venom.tga from dagger of venom)
With gems removed, polycount for a full dual-rapier is down to 159.
Modifié par Carcerian, 11 mai 2012 - 04:10 .





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