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November 2012 Custom Content Challenge: Sea, Air & Land Travel


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#1
The Amethyst Dragon

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This month's challenge is "Sea, Air & Land Travel":

On the sea, under the sea, through the air, over (through?) the land. What contrivances, what wondrous beasts of burden, what amazing scripts are lurking out there, just around the next bend of someone's mind :-) Specifically, Galleys & triremes are under represented. Submarine artifacts are nearly non-existant. We *do* have a good selection of airships... What about aerial tilesets to travel through? And land. We really need a place to showcase Draygoth's excellent contrivances ;-) I'd also like to see fortified inns, caravanserai and toll houses. Romany wagons. Then there's all the items that are particular to certain sub-cultures. I'd like to see a ship pulled by matched hippocampus, or an airship pulled by matched Greater Swans. Let's get some creatures in there, and some cargo...


This theme was suggested by Rolo Kipp.

Guidelines:
  • It must be fully working in game.
  • Use of vanilla NWN or publicly available texture is fine, though state-of-the-art amateur's work would require 100% original work, but that's up to you.
  • Teamwork is welcome.
  • Beginners most welcome, don't be afraid, just try, you'll be surprised!
  • All submissions must be finished, working, and emailed to NWNCCCMakers@gmail.com (or a non-Vault link provided) by December 1st, 2012 at 10 AM EST. Sooner than that is perfectly fine too. ;-)

Somethings you could include in the download/email that would make packaging everything up easier and faster:
  • 2da lines needed.
  • Screenshot *from in game* for use on the vault page (this also gives me hints on how to display the new goodie).
  • Portraits (if needed) of your new goodie. ** Placeables and monsters should include a portrait. **
  • Inventory icons (if needed) of your new goodie.
  • Any credits you would like listed.
  • If this is your first entry, please tell me what name you would like your work listed under and provide a link to your other NWN content if you want that displayed as well (the link bit is totally optional).
  • Also if you would like an invite to the CC Makers group, send Rolo Kipp a friend invite. The group is nothing spectacular, mostly just documentation on 2da lines.
  • If you are doing tileset content, *please* let me know ahead of time so I can get you the set and itp files to work with. I’m horrible at merging those so this bit you will need to provide.
Remember, the Challenge is all about fun, sharing, creativity and surprise!

If you have concerns/questions about this month’s Challenge please post in this thread.

If you want to discuss the Monthly Custom Content Challenge idea as a whole or wish to submit ideas/themes for future monthly Challenges, please post in its thread here
***When submitting a new theme, please provide a title and short summary of the theme.***

If you have a technical question about some custom content creation, please create a separate thread so that the answers can be found later by anyone, not just people interested in this Challenge. We'll try to help!

Have no fear and join the fun!

And finally, you can: 

Submit theme suggestions.
Vote for December's CCC theme.
Email content to: NWNCCCMakers@gmail.com

#2
Pearls

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can i submit content with credit that isnt mine but otherwise will never be used? rubies left unfinished models on our ftp that fit the theme

Modifié par Pearls, 01 novembre 2012 - 03:45 .


#3
NWN_baba yaga

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interesting question... no way to contact rubies?

#4
Rolo Kipp

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<feeling quite sad...>

I would personally welcome anything of Rubies, however indirectly it gets here.

<...and missing the queen of pixies>

#5
Shemsu-Heru

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I would like to ask how many vertices, more or less, should have a placeable or tileset part ship, to work properly in NWN; Thanks?

#6
KlatchainCoffee

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A random idea: underwater travel? Someone was talking about doing sea-currents a little while back.

Also this:

social.bioware.com/forum/1/topic/191/index/10423032

A shameless bump, but surely this stuff belongs here. :)

*paddles off with dreams of a complete 'sea-wave'/travel tileset*

Modifié par KlatchainCoffee, 02 novembre 2012 - 12:23 .


#7
Cestus Dei

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Rolo's doin' his Regional Mod system.

Some folk may think I get tha month ta relax, seein' how the old wizard has all tha work ta do.

Some folk don't know Rolan de Kip pen Han so well.
Wants me ta be "prepared" should Dragons win fer December. 

Heh.

I be prepared ta drink his ale an' give thanks fer it this month. Nuthin' else.

Well, them Pixie Wings. But nae more than thet.

#8
Asymmetric

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@Shemsu-Heru
The carack in Worms seasonal forest tileset has about 4000 faces, my dhow has about 3400 faces. So 4000 should definitely be okay for a 3x1 tile group (or a placeable that size). You can probably go even higher.


I'll do some wagons for this month. Halfling wagons perhaps, I have been working on them for 2 months and never finished.

Modifié par Asymmetric, 01 novembre 2012 - 10:47 .


#9
Just a ghost

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I'm going for the kindergarten stuff: I think I'll try my hand on a raft. Probably both placeable and tile. Which brings me to part two... would it be nice to make a dedicated tileset with is pretty small and just aimed at ocean and beach? generally that's all you need for a sea scenario, and we could place all our tiles in that. Makes life pretty easy for folks, I'd say.

#10
Shemsu-Heru

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@Asymmetric: Thank you; I think I'm going to start with a bireme, as a placeable, and maybe I'll try to learn enough about tilesets, in order to add it to rural or city TS. Perhaps you could recomend me a good tutorial about it, thanks....

#11
Tarot Redhand

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Just a thought, do all the vehicles *have* to be DnD? What about d20 modern? Such as a landspeeder from star wars? Thunderbirds 1 & 2 etc.

Just a thought.

TR

#12
dusty.lane

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@Tarot,
I don't think so, not all the content thus far has been D&D related, so you're probably fine.

#13
AndarianTD

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Just had a chance to check and saw that this theme was finally selected! It's of particular interest to me, since I might  actually have something to contribute to it. I did have a question first, though: is the CC challenge exclusively focused on art assets and 3D modeling, or are other cc related works eligible as well? I'm thinking specifically of a script system, but the question could apply more broadly for example to things like sound and music as well.

#14
henesua

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It all counts, Andarian.

#15
Rolo Kipp

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<feeling a bit...>

My contribution this month will be my Regional Mod system integrated with Failed.Bard's dynamic forest. So, yeah. *Any* original content, in my book ;-)

<...self-conscious>

#16
Asymmetric

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@Shemsu-Heru:
When I first tried to modify a tileset, I was still using gmax and following this tutorial:
http://nwvault.ign.c...t=tile_tutorial

But it's pretty old. There are newer ones in the Custom Content Tutorials List and at some point I just stripped out the Ship from the tno tileset and the carrack in Worms Seasonal Forst and loaded them up in blender to see how they are done.

Modifié par Asymmetric, 08 novembre 2012 - 05:38 .


#17
henesua

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Rolo, FYI, you can probably make the transitions visible at the edge of your areas and treat them as Area Transitions. I've been tweaking seamless area transitions in Arnheim and they are working much better these days. They behave in a similar manner to vanilla transitions - except that position in the destination area is calculated based on position in starting area. This wasn't scripting magic but simply figuring out how to use the game resources properly.

#18
Shemsu-Heru

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Asymmetric wrote...

@Shemsu-Heru:
When I first tried to modify a tileset, I was still using gmax and following this tutorial:
http://nwvault.ign.c...t=tile_tutorial

But it's pretty old. There are newer ones in the Custom Content Tutorials List and at some point I just stripped out the Ship from the tno tileset and the carrack in Worms Seasonal Forst and loaded them up in blender to see how they are done.




Thank you, :)

#19
AndarianTD

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henesua wrote...

It all counts, Andarian.


OK, then! After confirming with Estelindis, we're going to package and release, as a joint submission, the "Sanctum Flying System" that I've been using to develop Sanctum 3 and to re-build Sanctum 2. It'll consist of the "Sanctum Flying Skyscape Tileset" that Este and I co-designed, and which she implemented, and the scripts that I developed to implement the "Flying and Ridable Pegasus System." Those interested can see a preview of what can be done with this system on my blog:

The Sky Over Rayche

Posted Image

Modifié par AndarianTD, 09 novembre 2012 - 11:54 .


#20
TheOneBlackRider

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Great! Some time back, I looked into this awesome feature. Thanks for unhooking it from Sanctum! That is a pretty unique piece of work.

#21
Shemsu-Heru

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What about an script or something; What gives you a chance to have an random encounter when you travel, between areas? In other words when you travel between areas, instead of arrive where you want, you have a chance to arrive, for example, in an area with hostile bandits, if you are traveling by land, or in one with a pirate ship trying to board your's, if you are traveling by sea...

This kind of random encounters are very common in other RPGs, and it's something that I have missed in NWN....

#22
AndarianTD

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Shemsu-Heru wrote...

What about an script or something; What gives you a chance to have an random encounter when you travel, between areas? In other words when you travel between areas, instead of arrive where you want, you have a chance to arrive, for example, in an area with hostile bandits, if you are traveling by land, or in one with a pirate ship trying to board your's, if you are traveling by sea...

This kind of random encounters are very common in other RPGs, and it's something that I have missed in NWN....


I like the idea, and think it would be pretty straighteasy in NWN. The trick is to create a transition trigger controlled by an onAreaTransitionClick script that overrides the normal area transition. Put variables on the trigger to be read for the normal destination waypoint, and the encounter destination waypoint(s). Do the check, and transport the player to the random encounter waypoint area if one occurs. Save the normal destination on the encounter area to be used by its exit transitions on return when the encounter is done.

#23
henesua

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AndarianTD wrote...
Save the normal destination on the encounter area to be used by its exit transitions on return when the encounter is done.


Just want to point out that this is risky in multiplayer since the destination area is dependent upon PC and the encounter area is likely to be recycled for other PCs. Its therefore better to save the destination on the PC, and check for this destination on the PC when they leave the encounter area. If the destination is invalid on the PC, send them to a default location.

Otherwise it sound slike a good implemetation. I think Andarian is a programmer or something. :)

Modifié par henesua, 10 novembre 2012 - 01:18 .


#24
henesua

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On a related note. You know those placeable rowboats that a PC can click on and instantly transition to a destination? What bugs me about them is that the rowboat exists at both locations simultaneously. So if you wish to escape across a river in your boat, the nazgul can use the same boat to follow you.

So anyway I created a script that moves the boat between locations, but the interface seems difficult for players to grasp in a multiplayer context. If I posted the package up here in a module, could I get some feedback on how to improve it for multiplayer? I'll be happy to submit it to the challenge.

Modifié par henesua, 10 novembre 2012 - 01:25 .


#25
AndarianTD

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henesua wrote...

AndarianTD wrote...
Save the normal destination on the encounter area to be used by its exit transitions on return when the encounter is done.


Just want to point out that this is risky in multiplayer since the destination area is dependent upon PC and the encounter area is likely to be recycled for other PCs. Its therefore better to save the destination on the PC, and check for this destination on the PC when they leave the encounter area. If the destination is invalid on the PC, send them to a default location.

Otherwise it sounds like a good implemetation. I think Andarian is a programmer or something. :)


Or something. ;)

Yes, that's a good point about MP that I hadn't considered. It might be interesting to thow multiple PC parties into the same encounter area -- e.g., you arrive to see another PC in the middle of a pitched battle with orcs, maybe with reinforcements arriving when you do, instead of an encounter tailor-generated for your party alone.