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September 2012 Custom Content Challenge: Arabian Nights


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#176
OldTimeRadio

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@Shemsu-Heru  - Ah!  Very nice!

#177
The Amethyst Dragon

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Bard Simpson wrote...

TAD, you'll only need until Saturday? Dude, don't you sleep?! :lol:

Sure.  About 4-5 hours a night.

#178
Mavrixio

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The Amethyst Dragon wrote...

Mavrixio wrote...

Any Eta on the release date of this challenge?... it will determine the release date of our haks:P

How about Saturday?

That would be perfect!

#179
The Amethyst Dragon

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Arabian Nights files are now available for download via the CCC page on the Neverwinter Nights Community Site:

www.neverwinternights.info/cc_ccc.htm

I don't have access to the site host's mime types, so you might have to right-click on the link for the .7z file and pick "Save Link As..." or whatever it's called in your particular browser.

#180
Fester Pot

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The Powered Dye Table module does not have my additions, it's the original that OldTimeRadio built. The finished product was sent to nwncccmakersATgmailDOTcom on October 2.

EDIT: It's still functional as is, mind you.

FP!

Modifié par Fester Pot, 06 octobre 2012 - 10:00 .


#181
Tarot Redhand

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@AD, I don't know why but when I followed the link to nwninfo and downloaded the file it was given the extension .7z.html. It was in reality the 7zip file that you had posted and removing the .html part restored it to what it should have been. Just thought you'd want to know.

TR

#182
OldTimeRadio

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47 megs!  Oh man, what a haul!  Nom nom...

Modifié par OldTimeRadio, 09 octobre 2012 - 06:12 .


#183
The Amethyst Dragon

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September files updated with Oct. 2 version of dye table demo module. Also, file size reduced to 47.6 MB, since I accidentally included duplicates of Tarot Redhand's maps in an extra 7z in the original upload.

#184
Tarot Redhand

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@AD - To think I uploaded that 7z only to unknowingly download it again. Thank whatever that I have a strong sense of irony and am laughing my head off.

TR

#185
Asymmetric

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And I just wanted to comment on how huge the 72 MB were. 47 is still pretty big though :-) One of the bigger challenges filesize wise (if not the biggest ?), but that's no wonder considering the amount of content


@Zerkules:
Nice job on that tileset. You textures for the dhow also look much better than mine. A lot closer to what I wanted it to look like originally, but I've never found matching textures.

#186
OldTimeRadio

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Thank you to whomever got it uploaded to the Vault!  Any chance the other two skeleton screenshots could be added along with a screenie of Zwerkules's tileset?  Oh, and a mention that the skeletons have a custom appear animation?

Thanks!

Modifié par OldTimeRadio, 10 octobre 2012 - 02:26 .


#187
The Amethyst Dragon

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OldTimeRadio wrote...

Thank you to whomever got it uploaded to the Vault!  Any chance the other two skeleton screenshots could be added along with a screenie of Zwerkules's tileset?  Oh, and a mention that the skeletons have a custom appear animation?

Thanks!

I'll get on it tomorrow.  Can't believe I forgot a tileset screenshot.  I can add the other stuff, too.  I was just in a hurry to get it uploaded before my 2 1/2 year olds got up from their nap.
:o

#188
Shemsu-Heru

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3D oil lamps, like a torch (on & off versions) and a placeable.....

Posted Image

#189
Rolo Kipp

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<dreaming...>

Oh, *nice*, Shemsu :-)

<...of a genie with raven-black hair>

#190
henesua

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Beautiful "torch"! I've wanted one of those for ages.

#191
Bard Simpson

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Excellent!! This is the perfect addition to Arabian Nights.

#192
Tarot Redhand

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Very nice indeed. One little thought - Just how hard would it be to have smoke coming out of one those lamps for the appearance of an Aladdin type genie?

TR

#193
Shemsu-Heru

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@ Tarot Redhand: for me a lot....

#194
henesua

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A crazy idea:
add an impact node for VFX at the spout. Then when you target it with the smoke puff VFX, the smoke comes out of the spout.

Would that work?

After the VFX you could spawn a genie.

#195
Shemsu-Heru

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I had the intention to keep the surprise; But like you are talking about genies; I would like to announce that I'm working in one. However like it's my first experience with an animated creature, I can promise nothing.

Posted Image

It was made from a model of Goro from Mortal Kombat 4, an use Masterius animations from NWN 1.9, also use elemens from Djinn Pack by SilkD.

Modifié par Shemsu-Heru, 26 octobre 2012 - 02:45 .


#196
henesua

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*claps after picking his lower jaw up off of the floor*

#197
Rolo Kipp

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<turning green...>

Say... uh, Shemsu, buddy ol' pal...
Mind if we grabbed that torso for the Torso Reference project and maybe grabbed the arms for improved body parts...? Need more fleshy textures... but, they are gorgeous!

Edit: We have Ragnarok's hi-poly torsos (Thanks Ragnarok!), but that Goro torso falls between his totally ripped torso and the bleh standard.
Posted Image
IMONSHO

<...with envy>

Modifié par Rolo Kipp, 26 octobre 2012 - 03:46 .


#198
Shemsu-Heru

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As you wish; You also could use Caramon's Biceps from the HAK DLA_Lisa: Tika Waylan & Caramon Majere. In the original MOD they are a clothing pieces, but I think that it will work better like an anatomical pieces.

Posted Image

Also in the link that I have provide of character from MK4, you can found more muscular models, also they are divide almost in the same way than in NWN.....

http://artist-3d.com...sp.php?uid=1752Posted Image

Modifié par Shemsu-Heru, 27 octobre 2012 - 05:01 .


#199
Shemsu-Heru

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Help with my Genie????
I'm afraid that I can go further with my genie. Models, textures and even animations are ready. The animations, looks Ok in 3DS Max, but in the Aurora tollset the Genie looks a little dismembered; And also when I try to run the game with it, always stops to work.

Posted Image

Because of that I would like to ask for help. Is there some one with more experience than me with creatures, that wish to work with me to finish the genie? Thank you...

#200
Zwerkules

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I have no experience with animations, so I can't help you there. I'm just wondering if you have turned shadows on for those complex meshes. If so, they could cause the game crashes. Try to use some simple meshes to cast the shadows instead of the complex ones. Turn off 'shadow' on those and turn on 'shadow' for the simple meshes while you turn off 'render' for those.