November 2012 Custom Content Challenge: Sea, Air & Land Travel
#51
Posté 24 novembre 2012 - 11:51
With regards to PWK. I think you are right that the walking behavior is no critical. More important I think is the blocking behavior. Setting up the PWK to block sight through it as well as ranged attacks is very nice to have for a large object like this. I'd exclude the sail from that, but include a rough mesh around the body of the boat.
Anyway, very good looking trireme. Thanks for all your work.
#52
Posté 25 novembre 2012 - 04:21
What I have prepared are the tileset haks developed by Estelindis, a hak containing the flying script system and most of the ancillary resources needed to use it (2DA files, creature blueprints, triggers, etc.), a demo module containing the script source and areas illustrating how to use the system, and a short user's guide. Since it's designed to work within a larger CC system framework, though, it does contain a few items of non-original content, and needs part of an outside hak system to work fully.
In particular, the ridable Pegasus models and portraits were developed by Hardpoints (partly on request for me, actually), and are credited in the documentation. Also, the flying system system is designed to work within the Project Q framework, and relies on q_race.hak to provide the flying phenotype. Although I had a small hand in helping to develop those files, I can't include them as part of a submission. The set and itp files are as Este developed them and aren't subject to change.
Although this month's challenge theme did inspire my decision to finally get around to extracting and packaging it for use by others, the format in which I've prepared the submission could be posted as-is to the CC section of the Vault. Can anyone help me understand if perhaps that would be more appropriate, either instead of or in addition to submitting it to the challenge, given what I've described above?
Thanks in advance for any feedback!
Andarian
Modifié par AndarianTD, 25 novembre 2012 - 05:40 .
#53
Posté 25 novembre 2012 - 09:08
A whole barrel full of worms, there... <"can", boss. or "monkeys">AndarianTD wrote...
I've got the "Sanctum Flying System" extracted, packaged and ready to go. This is my first look at participating here, though, and after checking the guidelines in the first post I'm not sure I understand the procedure and format of the Monthly CC Challenge.
Monkey's can what? Hush, bird. <*raven scowl*>
The primary purpose of the CCC is simply and wonderfully to promote the creation of new content. Beyond that simple mission statement, it is a completely voluntary tradition with some of the most mature, considerate and generous participants I know. Oh, and the dwarf and I as well. <was gonna say...>
The rules, as they are laid down, are more guidelines than legally binding instruments <*don't* get into all the binding instruments again!>
Right.
My point here is to apply the guidelines with sense <no point claiming it's common...>
In regards to proceedure and format, i prefer the new content be emailed to nwncccmakers at gmail because this gives us an archive of entries and allows multiple coordinators to manage it. The format is determined by the content, for the most part, but we do ask specifically that the content be working in game and that we get some screenies to put up on the Vault. We would also like the stuff compressed. The Spirited Lass preferred .rar compression. I prefer 7z and AD hasn't stated a preference that I know of.
One of the things I'd like to point out is that it is the Custom Content *Challenge* rather than *Contest*. We aren't competing and there is no prize except the adulation of this old wizard and some fandwarves.
Which leads to the next point: This new content still belongs to the original author! By entering it in the challenge the only right you're giving us is *non-exclusive* first publishing rights <or something>. Particularly with the large and totally awesome entries (like Zwerkules Roman & Arabian Cities) I *ardently* encourage the project get its own page on the vault (and Nexus, for that matter). The quibble there (which comes from some ancient history) is that content in the CCC must be something new, as in not *previously* released on the Vault. Releasing it after the CCC is not only possible but, on my part, encouraged.I'm also wondering if it shouldn't just be put up as a Vault contribution instead. Is there a link that explains what is done with the CC contributions once they're submitted, why a non-Vault link is asked for, and why we would need to be provided with tileset set and itp files ahead of time?
The non-vault link was asked for for two reasons - first to help demonstrate the content is not already on the Vault and to provide redundancy in case the gremlins are fiesty on the Vault.
The tileset issue I think was to help coordinate multiple projects modifying the same tileset.
Now that last bit is something of an embarrassment: What we do with the stuff and do we actually try to combine it all?Does the challenge actually try to merge all of the submitted content into a single hak package?
Heh.
The Goal is to provide the content in builder-friendly form and then to put together a demo mod that highlights all that neat stuff.
We can usually get the Builder's Archive together without too much blood and tears, but getting anyone to build a demo is... well, it's not happening :-P
I consider things like that derivative requirements to new content.What I have prepared are the tileset haks developed by Estelindis, a hak containing the flying script system and most of the ancillary resources needed to use it (2DA files, creature blueprints, triggers, etc.), a demo module containing the script source and areas illustrating how to use the system, and a short user's guide. Since it's designed to work within a larger CC system framework, though, it does contain a few items of non-original content, and needs part of an outside hak system to work fully.
In particular, the ridable Pegasus models and portraits were developed by Hardpoints (partly on request for me, actually), and are credited in the documentation. Also, the flying system system is designed to work within the Project Q framework, and relies on q_race.hak to provide the flying phenotype. Although I had a small hand in helping to develop those files, I can't include them as part of a submission. The set and itp files are as Este developed them and aren't subject to change.
Since I am considering (actually working on it right now) including several aspects (and models) from Tarot's MapMats, it might not be my place to propound the legitamacy of derivative requirements, but really! We are creating cool new things that depend on cool things other's have made. It's still new content and still advances the state of NwN.
I think that's all to the good.
My opinion is to send it in to the CCC and then set up a project page on the Vault. This is seriously good stuff and deserves to be both highlighted in the CCC and given a more permanent presence on the Vault.Although this month's challenge theme did inspire my decision to finally get around to extracting and packaging it for use by others, the format in which I've prepared the submission could be posted as-is to the CC section of the Vault. Can anyone help me understand if perhaps that would be more appropriate, either instead of or in addition to submitting it to the challenge, given what I've described above?
But it's really your decision.
<...and hoping the old organ doesn't blow something>
#54
Posté 25 novembre 2012 - 11:37
#55
Posté 26 novembre 2012 - 12:10
Heh... Did I just hear you say "should be coming out in Dec"...? There you go! :-)
It's not out yet :-) We're still good =)
<...sneak out under the door>
#56
Posté 27 novembre 2012 - 12:05
#57
Posté 27 novembre 2012 - 12:15
I hope these are compatible with Project Q. I'd like to fit them into my project. I assume that they are custom animations. If so which custom animation slots did you use?
Modifié par henesua, 27 novembre 2012 - 12:15 .
#58
Posté 27 novembre 2012 - 01:40
Scripting wise, I expect I'll have to add in a check for animation scale, and alter the falling animation speed based on that, as well as altering the climbing time. I expect as it is, a halfling would fall slower than a half-orc, though I've only tested them so far with humans so it's possible the difference might not even be noticeable.
#59
Posté 27 novembre 2012 - 01:52
#60
Posté 27 novembre 2012 - 03:31
The dragon is around. Been away from the custom model stuff for a bit (was getting burned out), so I've just been doing scripting/building for a few weeks.
As far as a demo module and hak goes, I'm almost finished with one for October's theme.
I plan on doing the same with this month's submissions, so be sure to get your stuff sent in.
#61
Posté 27 novembre 2012 - 08:40
#62
Posté 27 novembre 2012 - 08:58
#63
Posté 29 novembre 2012 - 06:27
#64
Posté 29 novembre 2012 - 01:46
I still have to do some tweaks to the scripts for them (ActionJump and ActionClimb, that call nested functions with an ActionDoCommand so they use the queue), and I'll add support for the existing long jump animation as well, so that can be easily added.
Obviously, the skills setup around them would vary server to server, so I'm not touching on that part of the scripts. Any success/failure aspect of it would have to be handled before they're called.
Either tomorrow or the 1st I'll have them ready to submit, with the castle map, testing tool, and scripts.
#65
Posté 30 novembre 2012 - 01:47
One thing I always regretted was never having time to get rid of the layer cake effect on the raise/lower tiles. They had to be increased in slope compared to TNO and that caused the layer effect, which is quite mild in TNO, to become more apparent. What I really wanted to add was a crosser, but I looked into that again this month and it would be a significant amount of work (due to the combinations of various crosser tiles with various raise/lower tiles). What might do the job on less work would be some static features, but it's hard to say. Crossers give a lot in terms of flexibility and it could be that features could only be placed on a small number of the tiles that a person would actually lay down...
Anyway, I hope the system is useful to people!
Modifié par Estelindis, 30 novembre 2012 - 01:47 .
#66
Posté 30 novembre 2012 - 05:53

The placeable version has a closed door. The tileset version has a walkable interior and a spot for a generic door (1x1 group for the grass terrain in the tno rural tileset)
I'm a bit concerned about the polycount (1900-2000). The wheels are really poly intensive, but it seemed to run just fine.
Modifié par Asymmetric, 30 novembre 2012 - 06:13 .
#67
Posté 30 novembre 2012 - 06:08
#68
Posté 30 novembre 2012 - 06:17
#69
Posté 30 novembre 2012 - 06:35
Asymmetric wrote...
I'm a bit concerned about the polycount (1900-2000). The wheels are really poly intensive, but it seemed to run just fine.
3000 is okay for tiles like those wagons which will not get used everywhere in an area.
Even for frequently used tiles 2000 is okay.
Lord of Worms has made tiles with over 5000 polygons and for many people those don't cause lag.
#70
Posté 30 novembre 2012 - 10:17
2000 faces generally isn't generally that bad for a static mesh...unless you've got shadows ticked on the Aurora Trimesh modifier. That opens up a whole can of worms nobody really wants to open up, even if spot-testing makes it seem like it's not that big a deal. Main thing, aside from shadows, is compile your model. Here's a quick kit I put together for somebody else. You should be able to compile it with the Bioware model compiler, copying your model into the "in" folder and running the batch file. If you have any trouble, PM me. You can always optimize a model with a bit more in-depth analysis, but I don't know how big a deal that is to you for a CC submission.Asymmetric wrote...
I'm a bit concerned about the polycount (1900-2000). The wheels are really poly intensive, but it seemed to run just fine.
With the CCC, I tend to have a bit more fun and not obsess too much.
Modifié par OldTimeRadio, 30 novembre 2012 - 10:21 .
#71
Posté 01 décembre 2012 - 01:12
[img]http://i.imgur.com/XjHI2.png[/img] Dimension Door Caster Level(s): Bard 4, Wizard / Sorcerer 4 Innate level: 4 School: conjuration Components: verbal, somatic Range: medium (20 meters) Area of effect: point Duration: 1 second Save: none Spell resistance: no Description: After a short delay, the caster is instantly transported to the precise target location. The caster is immobilized for 1 second upon arrival, but may take other actions as normal. If the caster does not have a direct line-of-sight to their target location, the spell fails.
[img]http://i.imgur.com/u8TWf.png[/img] Blink Caster Level(s): Bard 3, Wizard / Sorcerer 3 Innate level: 3 School: transmutation Components: verbal, somatic Range: short (8 meters) Area of effect: point Duration: 1 round Save: none Spell resistance: no Description: The caster is transported to the precise target location, and is immobilized upon arrival, but may take other actions as normal. If the caster does not have a direct line-of-sight to their target location, the spell fails.
[img]http://i.imgur.com/TVwe6.png[/img] Dimensional Swap Caster Level(s): Bard 4, Wizard / Sorcerer 4 Innate level: 4 School: transmutation Components: verbal, somatic Range: medium (20 meters) Area of effect: single Duration: 1 round Save: none Spell resistance: yes Description: The caster instantly swaps position with the target, and both the caster and target are immobilized at their new locations for the duration of the spell. However, both may take other actions as normal. If the caster does not have a direct line-of-sight to their target, the spell fails.
[img]http://i.imgur.com/j24YY.png[/img] Haste/Slow Caster Level(s): Bard 2, Wizard / Sorcerer 2 Innate level: 2 School: enchantment Components: verbal, somatic Range: short (8 meters) Area of effect: single / large (5 meter radius) Duration: 5 rounds Save: none Spell resistance: yes Additional counterspells: expeditious retreat Description: If the target of the spell is hostile towards the caster, their movement speed is reduced by 50%. Otherwise the target's movement speed is increased by 50%. If cast at the ground, increases the movement speed of all allies by 20% and reduces the movement speed of all hostile creatures by 20% in the alternate area of effect.
Modifié par Pearls, 01 décembre 2012 - 04:06 .
#72
Posté 01 décembre 2012 - 04:14
Animations are set onto constants, also for ease of integration. I made a quickie long jump animation today just so I could finish up the scripts. Here's the constants used by default:
const int ANIMATION_WALL_CLIMB = ANIMATION_LOOPING_CUSTOM1;
const int ANIMATION_JUMP_DOWN = ANIMATION_LOOPING_CUSTOM2;
const int ANIMATION_LONG_JUMP = ANIMATION_LOOPING_CUSTOM8;
Oddly, cloaks animate in gmax properly, but not in game. I might be able to figure out why that is later, but it won't make it into the initial CCC release even if I do.
#73
Posté 01 décembre 2012 - 03:51
Asymmetric wrote...
I finished the wagon:
just fine.
Very good; Thaks for making this....
#74
Posté 03 décembre 2012 - 09:25
Shemsu-Heru wrote...
Very good; Thaks for making this....
Hear, hear! My compliments to Asymmetric and everyone else who contributed!
Oh, and it was lovely to see Estelindis pop in for a moment, too.
#75
Posté 10 décembre 2012 - 05:35





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