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July 2012 Custom Content Challenge: Player Customization


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#51
Rolo Kipp

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 <unwrapping his...>

Wow! Been busy, haven't you :-)

@ Shemsu: Pipes - Got it. Hope you don't mind too much if I massage them a bit (make them torch-like rather than weapon-like).

@ The Amethyst Dragon: Little ponies - Wow. Just Wow. Now to get Draygoth to make a dragonfly mount :-)

@ SEN: flying height - let's say 2 meters, as you'll otherwise have all kinds of flying-through branches/marble arches going on :-P

@ Carcerian: Monocle -Simple and tres cool! I think the monacle/spectacle item should be non-equipable, though. Not an amulet. Free up that slot... *waggles hand* but maybe not...

Now, how about some sources for the smoke anims? Anyone know of a few nice 16 frame or so anims of smoke, smoke rings and smoke forming shapes (dancer, ship, dragon)?

<...favorite thread>

#52
The Amethyst Dragon

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s e n wrote...

i dont think is much of a work creating
flying mounted phenos, all you need is to duplicate the standard mounted
pheno and move its root lets say 10 meters above ground

Ah, but what of animations for attacking things on the ground with melee weapons?

Mecheon wrote...

Brownies are an actual mythological thing. They were believed to be house spirits who would help around on the farm and house

Yeah, I knew that, but around my house the term is much more often used for a particular type of chocolate treat.
B)

Modifié par The Amethyst Dragon, 03 juillet 2012 - 04:02 .


#53
Rolo Kipp

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<holding his fingers...>

The Amethyst Dragon wrote...
Ah, but what of animations for attacking things on the ground with melee weapons?

That can be handled in the combat anims so that the mount swoops low for melee attacks.

Interesting thought, though... Has anyone done any research into the "height" and "targetheight" columns of the appearance.2da?
Could we figure out a combo of tall height, low target height that would trigger the "attack low" anims against medium or smaller creatures on the ground, and the normal attacks anims against large or flying creatures?
We could really diversify the combat anims if that was possible.

Note: Neither the nwn.wiki nor the animecafe wiki has info on those two columns. :-P

<...*this* far apart>

#54
s e n

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i think rolo is right saying a bit of animation edits would be necessary for melee ground attacks, though i believe such pheno would be best left as it is, so 2 flying mounts would be melee fighting at same height, and maybe improve some charge attack ability that fires a complete new animation. to get the difference between grounded and flying i think its good doing that by script with a "get phenotype" line (though im no scripter so im not sure if its possible, but if it is, thatd be the way i would implement that)
the last thing to edit would be the dead animation, to have it crash on the ground, lot of splatter there!
i'd make the height of the pheno fairly high, i said 10 but maybe 15.... that way it would be possible to fly over almost anything, and have teh chance to ride even bigger creature (like a red wyrm for example)

#55
Carcerian

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Rolo Kipp wrote...

Has anyone done any research into the "height" and "targetheight" columns of the appearance.2da?
Note: Neither the nwn.wiki nor the animecafe wiki has info on those two columns. :-P


As best I can tell:

TARGETHEIGHT: can be L or H, for low and high combat/damage VFX placements

L is used for low to the ground ankle-biters, like badgers, snakes, etc

H for just about everything else

HEIGHT:  (Roughtly) Height of creature in meters, used mostly for variation in PC racial types and Invisible Creatures.

(its 1.5 for halfers, 2 for humans, 2.25 for half-orcs, 4.0 for 200% invis humans, 4.5 for 200% invis half orcs, 0.3 for some creatures like parrots, 1 for most single mdl creatures, regardless of actual size)

Modifié par Carcerian, 03 juillet 2012 - 09:10 .


#56
Shemsu-Heru

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Carcerian wrote...

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A VFX Monocle, (uses c_gold and c_diamond textures)

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(Def wanna do some "Gnomepunk" ones too :)


That is; Thanks, what do you think abouth eyeglasses.....

#57
Shemsu-Heru

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Rolo Kipp wrote...

 <unwrapping his...>

Wow! Been busy, haven't you :-)

@ Shemsu: Pipes - Got it. Hope you don't mind too much if I massage them a bit (make them torch-like rather than weapon-like).


<...favorite thread>


Torch animation dont looks very nice for pipes, in my opinion; In the other hand I'm thinking that maybe a weapon like item is not too much adecute for this content.....

#58
Jenna WSI

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Shemsu-Heru wrote...

Did someone asked for pipes?


WOO! My halfling will use one. Could you make a kiseru? Please?

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Alternative types of tails would be nice, too.

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Modifié par Jenna WSI, 03 juillet 2012 - 10:41 .


#59
gutwrench66kg

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rather than torch anims, maybe opt for wizard staff anims? or as some brilliant fellow suggested, the Social phenotype that tom banjo created that's being used by ProjectQ as well as the CEP.. happens to have a bent armed pose that would probably look closer to correct for using the pipe ;-)

#60
Rolo Kipp

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<distracting the dwarf...>

You're giving me ideas, Greco. I'm definitely looking at the Social pheno now. I'm considering what and how many anim slots to use, though. I'm thinking 4, but considering 6.

Pipe light (standing/sitting)
Pipe draw (standing/sitting)
Exhale?

Also, the stem of the pipe/end of the stogie would have to end in a certain spot for the anims to work, which means adjusting the item models. Longer ones may appear to be held... awkwardly.

Back burner for now, but I'll have Cestus Make with that in mind.

<...with a 2x4>

#61
Jenna WSI

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Had another idea. If anyone is able to take the horns off several head models that are popular for tieflings (female heads) and turn it into a vfx I think it would see a LOT of use by players.

#62
Rolo Kipp

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<thinking...>

You mean like Ippensheir's, but smaller goat-kid horns?

<...small>

#63
Jenna WSI

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It's this head but with longer hair. There's two types of horns... top and side versions. I think it's in the CEP hak.

Posted Image

#64
Carcerian

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Meek and Mild Mannered Grain Accountant, Aaron A. Aaronson,
who oddly has never been seen in public with the shining hero
of Neverwinter City, The mysterious masked Golden Avenger...
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d20 Modern Horn-rimmed Glasses VFX, Gold Frames...

Modifié par Carcerian, 04 juillet 2012 - 07:18 .


#65
Carcerian

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Jenna WSI wrote...

It's this head but with longer hair. There's two types of horns... top and side versions. I think it's in the CEP hak.

Posted Image


The tiefling heads are standard heads actually, its the male/female human heads 141. :)

Modifié par Carcerian, 04 juillet 2012 - 07:53 .


#66
Carcerian

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Male Tiefling Horns VFX...

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Modifié par Carcerian, 04 juillet 2012 - 08:55 .


#67
NWN_baba yaga

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Has anyone moded the demon horns of mephisto to a vfx already?

#68
Shemsu-Heru

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@Carcerian: Nice eyeglasses, what do you think about renaissance eyeglasses?

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@Jenna WSI: OK here is your kiseru:

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And to finally a Spyglass and a Magnifying Glass:

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#69
Rolo Kipp

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<smiling...>

NWN_baba yaga wrote...
Has anyone moded the demon horns of mephisto to a vfx already?

Yep. Ippensheir :-) Compare to his screenie, lower left:

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<...impishly>

#70
Carcerian

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@Shemsu-Heru: Next on the list.. Very nice work btw :)

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Female Tiefling Horns VFX...

Modifié par Carcerian, 04 juillet 2012 - 09:35 .


#71
NWN_baba yaga

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@Rolo thank you. So I dont need to do it then;)

#72
Rolo Kipp

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<quibbling...>

No one ever said it couldn't use a few more polys or better texture... ;-)

<...cuz he just does>

#73
Carcerian

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Shemsu-Heru wrote...

@Carcerian: Nice eyeglasses, what do you think about renaissance eyeglasses?

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I'm apparently taking requests, so here ya go :)

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d20 modern round spectacles VFX, gold frames :)

Modifié par Carcerian, 04 juillet 2012 - 10:30 .


#74
Carcerian

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Had to do this one ASAP...  VFX: One of Rubies Arrows thru the head :)

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"Cuz I'm just a wild-and-crazy guy!!!" (-a young Steve Martin)

Modifié par Carcerian, 04 juillet 2012 - 11:25 .


#75
Carcerian

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@Rolo Request: Ben Harrison Spectacles VFX :)

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Modifié par Carcerian, 05 juillet 2012 - 01:46 .