Aller au contenu

Photo

October 2012 Custom Content Challenge: The Bazaar


  • Veuillez vous connecter pour répondre
94 réponses à ce sujet

#26
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<glaring at the half-full glass...>

Got* Good suggestion. In fact, a set of display racks/tables with placeable "filler" could be cool - Which filler is based on what is in stock in the store. When store empty, so is display...

Cestus is hoping to do something along these lines with his vendor's carts...

*Edit: Coffee cup full... me dopey... must fix...

<...and wishing it would make up it's mind>

Modifié par Rolo Kipp, 13 octobre 2012 - 03:38 .


#27
henesua

henesua
  • Members
  • 3 863 messages
Yes, the standard placeables have glass counters with things inside, but I've never liked these. I think a more traditional store display rather than late 20th century moderne would be much better.

#28
Pstemarie

Pstemarie
  • Members
  • 2 745 messages
I'd jump in, but I pretty much beat this horse to death in Project Q v1.4. Actually, I could clean-up that armor rack I made and include it for the base game assets - so count me in for that.

Modifié par Pstemarie, 13 octobre 2012 - 03:41 .


#29
Just a ghost

Just a ghost
  • Members
  • 146 messages
I am cutting the market wares from the desert and city tilesets atm, and will make a few variants...

#30
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages
@Asymmetric - Awesome!  I like the bottom left burlap one a lot- looks like it's works well with that tile or on it's own.  Very cool.

@Just a ghost - Nah, your stuff's great!  Hopefully the video I sent will help you get the PWK's out for those stalls.  It's not always so clear but work in the CCC is meant to challenge only ourselves, not a competition between participants. 

@Bannor Bloodfist - Good suggestion!

Along that line of thinking, here are (I believe) all of the food textures if anyone was trying to track them down.

Modifié par OldTimeRadio, 13 octobre 2012 - 04:53 .


#31
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages
@Rolo Kipp - Ippenshier-style food on a table placeable?  Table phenotype for dynamic loaf-switching?  The scripting side and the round perspace could be problematic on the pheno but (straining, can't remember) can't you apply aligned VFX to a placealbe?  I haven't mucked with Ippenshier's yet but I know you're more experienced with that stuff.

Modifié par OldTimeRadio, 13 octobre 2012 - 05:01 .


#32
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<quibbling...>

The vendor carts will actually be mounts... we will simply make different mounts and swap them out. Or...the filler could be torso-aligned vfx... Intriguing idea...

Edit: Hmmm, TaVFX won't work *for the mount* :-P Back to swapping mounts...

Thanks! More work for the dwarf! ;-)
Oooh! Pink Lady! <ooh! worm!>

<...and nibbling>

Modifié par Rolo Kipp, 13 octobre 2012 - 05:08 .


#33
Pstemarie

Pstemarie
  • Members
  • 2 745 messages
Scratch the Armor Stand - only thing that wants to render in game is the robes. Nothing else. I don't really have the time to tinker with it that much.

#34
Shemsu-Heru

Shemsu-Heru
  • Members
  • 739 messages
What about of a Gypsy wagon interior, like a tileset part? I think that could be part of a bazaar, especially if it's the wagon of a gypsy seer with a crystal ball over a table in the middle of the wagon...

Image IPB

Modifié par Shemsu-Heru, 14 octobre 2012 - 08:57 .


#35
gutwrench66kg

gutwrench66kg
  • Members
  • 177 messages
oooh, gypsy wagon interior? Could be a nice change for the SoU scene in the gypsy wagon!

#36
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
The gypsy wagon interior wood looks exactly like one of the boat textures introduced from SoU. sounds like a fun idea;)

#37
ehye_khandee

ehye_khandee
  • Members
  • 855 messages
I might suggest making separate 'display of goods' objects (barrels, boxes, racks, etc.) as separate placeables so that builders can mix/match them (less total objects than if you did each tent with each option of the above).

Be well. Game on.
GM_ODA

#38
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 924 messages

ehye_khandee wrote...

I might suggest making separate 'display of goods' objects (barrels, boxes, racks, etc.) as separate placeables so that builders can mix/match them (less total objects than if you did each tent with each option of the above).

Be well. Game on.
GM_ODA


Excellent suggestion! 

That is basically what I was "hoping" for myself.  The "goods" area is an area that has been sorely neglected over the years.  Granted, filling up a tile with placeable objects is a bore as it is, but being able to make things a bit more interesting, and possibly suggest to the player the types of goods being bartered is what I am looking for.  Not exactly mind you, as in, not looking for placeables to show the exact type of sword, or clothing item, but to give a general idea.

#39
Just a ghost

Just a ghost
  • Members
  • 146 messages
Thanks to OldTimeRadio's GMax crash course I got this cobbled together...

Image IPB
Image IPB

#40
henesua

henesua
  • Members
  • 3 863 messages
Looking good.
I like the bright colors for a change of pace.

FYI - placeables like those are available (but more in the desaturated DLA style) in a few places, most notable Project Q. Some things we haven't seen enough of are, terracotta pots filled with things, large stacks of bright fruit. A stand full of hanging fowl. Etc... Stuff other than barrels and crates. A well done presentation of fabrics would be great too. I don't know if such a thing is available.

#41
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages
@Just A Ghost - Nice!  Those are looking sweet- both the food and the stalls!

#42
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 877 messages
Nice!

#43
Just a ghost

Just a ghost
  • Members
  • 146 messages
I like the textures that subdivide the chest contents myself. Was looking for 'spices' on Google for a more uniform filling and these popped up. I bet I can find a few more for gems and stuff like nails and bolts.

Modifié par Just a ghost, 17 octobre 2012 - 06:57 .


#44
Cestus Dei

Cestus Dei
  • Members
  • 86 messages
 Startin' work on tha carts.

Image IPB

A special thanks owed ta Shemsu-heru who pointed me at the original
Image IPB

Now I'll re-texture & simplify it a bit. Then I'll be addin' some o' Frith's fresh fish 

Image IPB
...fer tha fishmonger's cart (might even add some atmo-*spheric* effects ta this one), some piles o' fruit fer the fruit seller and a bunch o' pots, pans & knives fer the Tinker.

Then I'll be after tryin' ta make the whole thing work as a mount.

Modifié par Cestus Dei, 20 octobre 2012 - 02:09 .


#45
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 924 messages
@Cestus Dei ;

The images of the cart look great... the fish, the texture on the fish itself looks great as well. Just remember that you really need to duplicate the texture many times to have a "Pile of fish" instead of having separate items placed into the cart. Otherwise, poly count is going to kill you.

If you already intended on doing that, then I apologize for stating the obvious.

#46
Cestus Dei

Cestus Dei
  • Members
  • 86 messages
Oh, aye. I'm nae so foolish as ta double an' double an' double models. That be the wizard ye're thinkin' of.

Then agin, I'm thinkin' t'would be nice ta have at least one tail a'danglin' (danglymesh) over the side an' mayhap one or anuther twitchin' a bit on the pause anim ta show they be fresh like.

We'll see.

Thanks fer the nod, though.

Not satisfied with the texture *at all* at all. That is, I'm likin' the old wood, but nae the way it's laid on nor the metal. I'll be replacing *thet* with TAD's reference textures.

And I'll be makin' thet bell at the front sway, I'm thinkin'

Well, enough gab. Off ta hit sumthin'

#47
Shemsu-Heru

Shemsu-Heru
  • Members
  • 739 messages
Finally, I have decided to make some placeables. Here is a "botijo", it's a traditional clay Spanish water container. It's usually sell with other pottery in the rural fairs... 

Image IPB

Modifié par Shemsu-Heru, 21 octobre 2012 - 02:39 .


#48
KlatchainCoffee

KlatchainCoffee
  • Members
  • 258 messages
Some ideas:

Animated interactive containers: e.g. a clickable barrel full of fruits, which then transforms into an overturned barrel with a bunch of fruit items spawned on the floor beside it, which you can put into your inventory.


A snake charmer.

Other travelling entertainers, tightrope walkers, bellydacers, jugglers, fire/sword eaters, fortune tellers, old gambling games (stuff with thimbles comes to mind).

Caravan camels. Pack donkeys and mules. (ridable would be good too).

Tumble-weeds (for places affected by the economic turndown).

Places selling animal skins and hides.

Jewellery.

Very large watermelons that stack in piles from the ground - if you've ever been to a real eastern bazaar that is a memorable seasonal feature.

An Apothecary?

Modifié par KlatchainCoffee, 22 octobre 2012 - 08:46 .


#49
Shemsu-Heru

Shemsu-Heru
  • Members
  • 739 messages
I have just finished this model of a wine press but i have noticed a little problem. Could someone tell me, how i can avoid that characters and creatures walk through the placeable?. Thanks.

Image IPB

#50
Zwerkules

Zwerkules
  • Members
  • 1 321 messages
You need a so called pwk wich is usually a flat mesh which defines where a toon can not walk. For that press a simple square would work well. If the placeable is placed on uneven ground it can happen that the toons can still walk through it because the pwk of the placeable is below the walkmesh of the tile. To avoid this you can use a cube as a pwk instead of just a plane.
If the placeable is not just used as a static placeable, but could for example also contain items, you also need to add a few dummies. <name of placeable>_hand, _head, _head_hit, _impact and _pwk_use.
The _pwk_use one has to be linked to the PWK, the rest to the 'main dummy'.
There has to be a dummy _pwk which has the Aurora Placeable modifier added and set to Placeable[PWK].
To this dummy you have to link the mesh that is the actual pwk and the _pwk_use dummy.
The pwk dummy itself has to be linked to the 'main dummy' (the Aurora Base).

The _pwk_use dummy has to be placed outside the not walkable area, so the PC can get to it when using the placeable. It's best to place it where the front of the placeable is.

The _impact dummy is where missiles will hit the placeable.

The other three dummies are for attacks with other weapons. _head and _head_hit should be somewhere near the top of the placeable and _hand in the middle.

There's a _ground dummy which seems to be optional.

You can have more than one _pwk_use dummy named _pwk_use01 and _pwk_use02 if the placeable should be useable from different sides.

My pwk mesh is always named <name of placeable>_wg (probably for walkmesh geometry or something like that). I'm not sure if that is necessary or if you can give it any name you like.

Modifié par Zwerkules, 22 octobre 2012 - 03:34 .