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#1
kalbaern

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Here's my own list of things I think many modules would benefit from ... and most are generic in nature and would fit into most campaigns regardless of their themes.

- A really huge deciduous tree. Not so large as the one in Avatar :D, but definately larger than what is so far available, twice or more the size of the one found in the CEP. Elves, sprites, dryads, etc... I think would benefit from something like this. If made as a placeable, The balcony and other placeables added in 1.69 could be used to render a very "elvinish" treetop dwelling too (at least from ground level).

- Deepspawn (creature). Need I say more? This is an old PnP classic that I think needs a decent model.

- Carnivorous Plants. Again, something found in many themes. While creative scripting and tendrils VFXs and various floral placeables can mimic plant encounters, I think we'd all love to be able to spawn in "Audrey II" or other plants. "Feed me Seymour ... feeeeed me!".

- Crystalline Structures/Buildings. A Wizards Tower, Homes and various other structures are often found in books concerning elves, avariel (winged elves), drow, wizards in general and extra planar buildings. As placeables, even using the standard tilesets, such options could add more depth and detail.

- Bushes/Hedges. Both with and without a wokmesh to block movement. Think windrows on farms, Br'er Rabbit's favored escape, "blackberries-gone-wild" (get the DVD now .. only $14.99 +SH), mullberry bushes, etc... .

- Tree Houses. Fancier and larger versions similar to the balconies added in 1.69. As placeables, these could fill the role of elven tree top villages or pressed into a cliff-side for dwarves or aerial races.

- Roses. One of the most cultivated plants in both fantasy and RL have poor representation IG. Think trellised, arbored and bushy as varients most of us would use when building. Now that I think on it ... some big sunflowers would be nice too.

Anyhow, these are just a few things I've always wished were available and have yet to find. Don't take it as a request, but ... if someone is looking for a challenge and lacks ideas *points up*.

#2
henesua

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ShadowM has some carnivorous plants on the vault.

Q has a huge tree placeable which they call Halloween Tree. Morikahn made it. However I'd like to see these in tilesets rather than just placeables. A massive tree group. Perhaps that would help us avoid the all at once appearance of a placeable.

I'd be down for some vampire rose monsters too. :) I don't like roses in real life, but they work for a game environment due to their poetic conotations.

Modifié par henesua, 12 mai 2012 - 02:52 .


#3
Borden Haelven

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Got neatly trimmed Privet hedge placeables in my Maze kit. (Utterly shameless plug) Was thinking of doing a huge tree for the forest set (Complete with walkable spiral steps to canopy level) My next project I think...

Modifié par Borden Haelven, 12 mai 2012 - 02:25 .


#4
henesua

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By the way, Borden. Privets are evil. Those shouldn't be placeables but monsters.

#5
Borden Haelven

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I'll call them Box Hedges then... or do you hate Box as well? :devil:

#6
kalbaern

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henesua wrote...

ShadowM has some carnivorous plants on the vault.

Q has a huge tree placeable which they call Halloween Tree. Morikahn made it. However I'd like to see these in tilesets rather than just placeables. A massive tree group. Perhaps that would help us avoid the all at once appearance of a placeable.

I'd be down for some vampire rose monsters too. :) I don't like roses in real life, but they work for a game environment due to their poetic conotations.


Oooo, thanks. somehow I'd missed ShadowM's stuff.

#7
Rolo Kipp

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<rolling down his to-do scoll...>

kalbaern wrote...
Here's my own list of things I think many modules would benefit from ... and most are generic in nature and would fit into most campaigns regardless of their themes.

- A really huge deciduous tree. Not so large as the one in Avatar :D, but definately larger than what is so far available, twice or more the size of the one found in the CEP. Elves, sprites, dryads, etc... I think would benefit from something like this. If made as a placeable, The balcony and other placeables added in 1.69 could be used to render a very "elvinish" treetop dwelling too (at least from ground level).

I intend to make something very like this description, eventually.

First though, IRT Dryads, I intend to make a creature/script system of "heart trees" for dryads. They will be almost sessile (very slow movement, if at all) but will be capable of protecting their dryad and may be possessed by the dryad (they will open like Old Man Willow and the dryad will walk in) to became truly dangerous. Gotta get better at skinmesh for the branches, though.

- Deepspawn (creature). Need I say more? This is an old PnP classic that I think needs a decent model.

A quick search refreshed my memory... and confused me terribly. There seem to be a half-dozen interpretations of the Deepspawn. The one I remember <now> is the chaos ball-monster looking thing like a mutant beholder. What version are you thinking of? Image?

- Crystalline Structures/Buildings. A Wizards Tower, Homes and various other structures are often found in books concerning elves, avariel (winged elves), drow, wizards in general and extra planar buildings. As placeables, even using the standard tilesets, such options could add more depth and detail.

Much higher up on my list of projects for Cestus, nearly as high as re-doing Metallic Dragons, is an elven tileset.
Within The Amethyst Tapestry, it will actually be a city tileset of the remains of the Twin Empire (the golden age of cooperation between elf and dwarf), but it is characterized by organic structures of translucent stone and crystal set in almost-wild gardens and parks.
Image IPB

- Roses. One of the most cultivated plants in both fantasy and RL have poor representation IG. Think trellised, arbored and bushy as varients most of us would use when building. Now that I think on it ... some big sunflowers would be nice too.

Roses (with one particular campaign centered around black ones) are pretty important to Amethyst. And, unlike H, I love the things... especially old heirlooms with *fragrance*. Mmmm.

Added (unfortunately far down) to the list. I want these too.

Anyhow, these are just a few things I've always wished were available and have yet to find. Don't take it as a request, but ... if someone is looking for a challenge and lacks ideas *points up*.

Not saying I'll get to any of these any time soon, but I also want these and it wouldn't hurt my feelings a bit if someone beats me to them =)

<...*way* down>

Modifié par Rolo Kipp, 12 mai 2012 - 04:31 .


#8
Bannor Bloodfist

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kalbaern wrote...

Here's my own list of things I think many modules would benefit from ... and most are generic in nature and would fit into most campaigns regardless of their themes.

- A really huge deciduous tree. Not so large as the one in Avatar :D, but definately larger than what is so far available, twice or more the size of the one found in the CEP. Elves, sprites, dryads, etc... I think would benefit from something like this. If made as a placeable, The balcony and other placeables added in 1.69 could be used to render a very "elvinish" treetop dwelling too (at least from ground level).


The biggest tree available in game is the one created by Mr.X.  It can be found Lothlorien

Gribo has a bunch of huge tree type things in Elven Treehouse and Other Groups

CTP was originally going to re-release a bug fixed version of Lotlorien, with several different versions.  However, the bug fixing part was never completed.  SOME of the bugs were fixed, but there were artistic things that still needed work on those Groups.  Lothlorien is a 5x5 group, and is really large.

The main issue with trees like that, is that you can NOT spiral upwards on a single tile.  NWN does not allow over/under walkable sections, so, you have to go bigger, and use a more or less nonwalkable blank tiles under the spiral walkway.  (You use the basically non walkable sections of the surrounding tiles to allow you to use their WOK data to give you the sections of ramp further up the tree.  The only sections walkable are high up in the air, and the rest of the wok is non-walkable... that way you end up with a spiral that works. 

If I remember correctly, one of the bugs that folks run into when using Mr.X version is in how they set the fog for the area it is painted within.  This is a 5x5 group.  That is HUGE, and your fog has to be either completely turned off, or set to 500 or more to be able to see the whole thing and to be able to see the ground under the tree when you reach the top.

#9
kalbaern

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Thanks "Bannor". It looks like most (if not all) of the stuff "Gribo" made is in the CEP already. There's also a mention that the Lothlorien stuff is in the CTP (or was planned to be) on that page you linked. Would you know which CTP set its in?

On a side note. CEP added the C.R.A.P. version of the Dwarven Halls. It however has several glitches wherein you can target and see foes through many of the walls. Does the CTP version resolve this? If so, I'll likely add the CTP to my module and start ripping out some of my CEP areas.

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"Rolo", no rush or worries. This was just a short list of things I've always sought and other builders I know have mentioned over the years.


Deepspawn are infamous horrors that give birth to many other types of monsters, such that a single deepspawn can make a large area perilous to even alert, well-armed adventurers. Deepspawn look like large, rubbery spheres of mottled gray and brown. Six limbs project from their bodies; three are tentacle arms, and three are jaw arms, ending in many-toothed mouths. A deepspawn also has over 40 long, retractable, flexible eyestalks.
Combat: A deepspawn attacks by casting hold spells at intruders, casting one every three rounds. Victims under a hold spell are then grasped by tentacle arms and constricted, as other tentacles fight with wielded weapons (including any magical items usable by fighters gained from earlier victims). Deepspawn often engage prey with weapons and then bite them from behind with a jaw arm. A tentacle arm can slap for 1d4+l, grasp items or beings and move them about (with 17 Strength), or constrict.


A link to the page I quoted from that has a picture as well:  http://dedpihto.naro...2/fr_ms_004.htm

There's actually lots more creatures I've sought, like Trappers/Lurker's Above, Gibbering Mouthers, Piercers (though I use scripts and a placeable to mimic these) and I've experimented with the CEP Tail/Wing appearances to create something "that'll do for now - but lacks the feel still" for these often, :)

For my own PW, big trees and crystalline structures are what I've craved the most.

Modifié par kalbaern, 12 mai 2012 - 05:58 .


#10
Bannor Bloodfist

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kalbaern wrote...

Thanks "Bannor". It looks like most (if not all) of the stuff "Gribo" made is in the CEP already. There's also a mention that the Lothlorien stuff is in the CTP (or was planned to be) on that page you linked. Would you know which CTP set its in?

On a side note. CEP added the C.R.A.P. version of the Dwarven Halls. It however has several glitches wherein you can target and see foes through many of the walls. Does the CTP version resolve this? If so, I'll likely add the CTP to my module and start ripping out some of my CEP areas.
<snipped>


Unfortunately CTP had intended to release a Forest set, but it was never fully completed, as it stands right now, that set is in really bad shape.  We ended up adding too much stuff, with too few people to get all the work done.  A HUGE amount of work WAS done, but there are really really buggy terrains involved with it at this stage.  We were getting close to completion when everyone fawned all over Worms Seasonal, and just didn't feel like wasting our time doing ANOTHER Forest set at the time.  So, we did Babylon instead.  After that, well, the team pretty much disappeared.  Only two of us left now, and to be honest, it is not likely that we will ever finish another Tileset.

We fixed most of the issues with Lothlorien, there are 2 in the set, one over a pit, one over water, and at least you can walk all the way to the tops of them.  They likely still have some graphical issues though, I just can't remember.

As to the Dwarven Halls set, yes we fixed it.  It is included in the CTP_Dwarf_Hall located on the vault.  You WILL need CTP_Common to make it work though.  So be sure to grab both.  CTP_Common needs to be loaded higher than any other CTP_Tileset as it has shared textures between sets, and any specific door entries required by the individual sets.

#11
Shadooow

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plant creatures really, I found out a decent shambling mound at vault but still looking for decent treant as the one from DLA is beautifull but too much poly which make lag at spawn and occasion appearance invisibility so the model is really not good for polymorphing (I want to implement plant shape), the two other models at vault are quite poor, one is based onto troll and second is based on clay golem (better but the his head seems to me too low).

Assassin vines from cep look also horrible ingame...

#12
Mecheon

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Bannor Bloodfist wrote...
Only two of us left now, and to be honest, it is not likely that we will ever finish another Tileset.

You know I ask it every time, but any chance for White Wizard at least making it back for one last hurah?

ShaDoOoW wrote...

plant creatures really, I found out a
decent shambling mound at vault but still looking for decent treant as
the one from DLA is beautifull but too much poly which make lag at spawn
and occasion appearance invisibility so the model is really not good
for polymorphing (I want to implement plant shape), the two other models
at vault are quite poor, one is based onto troll and second is based on
clay golem (better but the his head seems to me too low).

Assassin vines from cep look also horrible ingame...


There's a few Twig Blights that people have made that might be able to help?

And for just plant monsters, Topiary Guardians by Amethyst Dragon?

#13
Carcerian

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I stumbled across this old fella a few days ago...

Image IPB

He looks really cool ingame, like a hollow tree stump come alive... (from 2003 no less...)

Makes one heck of a wood elemental too :D

Modifié par Carcerian, 13 mai 2012 - 06:19 .


#14
Shadooow

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Thank you both, I overlooked topinary guardians and twig blight and you Cancerian gave me really good idea. I already seen this model - as I said the head seems to be quite low positioned to me, but you are absolutely right that this creature can be used as wooden elemental! Haven't though of that :wizard:

#15
Carcerian

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As far as trees go...

For "Home Tree" types, i like Zpirit's Mega Oaks...

Image IPB

(the roots esp can really give a village that elven feel...)

Modifié par Carcerian, 13 mai 2012 - 06:49 .


#16
Carcerian

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And Helvene made a really nice Bioware Rural Trees Override

Image IPB

Image IPB

Modifié par Carcerian, 13 mai 2012 - 12:09 .


#17
Bannor Bloodfist

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Mecheon wrote...

Bannor Bloodfist wrote...
Only two of us left now, and to be honest, it is not likely that we will ever finish another Tileset.

You know I ask it every time, but any chance for White Wizard at least making it back for one last hurah?
<snipped>


Check your PM mailbox for a temporary file link.  I am having great difficulty getting the vault to actually upload the file.  The link I sent you will expire in 7days or less and likely has a total download limit of some size set on it.  (I can't afford the pro version of yousendit)

This is a re-bilt hak, I have no idea what was fixed AFTER the initial upload of the beta to the vault, but this is the latest version that I or any member of the prior team currently has.  Thanks go to Estelindis for having saved a copy of the SVN folder that contained our "in work" copy.

#18
Bannor Bloodfist

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Ok, the vault decided to allow me to upload the beta after all, it is now available on the CTP_Release 1 link in my sig, it IS A BETA, and as such may still have serious bugs, but I think that most of them are just graphical in nature, textures not necessarily aligned like they should be on some tiles etc, but it should be workable.

Edit:  For clarities sake, I am speaking about CTP_WhiteWizard.rar, is now available on the vault.  It IS A BETA, so no warranties expressed or implied.  If you find a major issue, I MAY be able to fix it, but absolutely no promises are being made or implied.

Modifié par Bannor Bloodfist, 15 mai 2012 - 09:56 .


#19
Mecheon

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Good to see the old tileset back up there, thanks a ton Bannor

I'll give it a quick run through just to see to make sure nothing jumps out

#20
Jenna WSI

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Carcerian wrote...

I stumbled across this old fella a few days ago...

Image IPB

He looks really cool ingame, like a hollow tree stump come alive... (from 2003 no less...)

Makes one heck of a wood elemental too :D


How did I miss this? Awesome.

#21
Tyndrel

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How about a flame VFX that shoots from a hole in the floor (or wall) then dies away again, this could also work with steam.  I seem to recall something like this in The Princess Bride.

#22
kalbaern

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Tyndrel wrote...

How about a flame VFX that shoots from a hole in the floor (or wall) then dies away again, this could also work with steam.  I seem to recall something like this in The Princess Bride.



You know, I've talked with friends for years about doing a version of the "Fire Swamp". I've several unfinished scripts for it still. Besides, even though my own PW is Forgotten Realms Based, I'll one day add "R.O.U.S.s" to it if I ever finish my swamp. :D