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New NWN2 Creature


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19 réponses à ce sujet

#1
Hellfire_RWS

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www.youtube.com/watch
Anyone out there interested in making a sound pack and portrait for this beastie.. maybe convert the BG sounds?

Modifié par Hellfire_RWS, 05 novembre 2012 - 12:45 .


#2
kamal_

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BG project is going to be very, very happy.

#3
rjshae

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Hooray! Nice job.

Modifié par rjshae, 05 novembre 2012 - 10:42 .


#4
Dann-J

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Looks great - and just in time for my Gullykin module. I've been using narrowed umberhulks as stand-ins (they look a bit like giant fleas). The umberhulk sound set would do in a pinch.

I've also got some custom behaviour scripts that have them lurk below ground, then burrow up behind the first player they hear (listen vs move silently). When they take damage there's a chance they'll burrow back down again, and if they pop up with less than 50% of their hit points they spew up their stomach acids as a last resort.

Currently my umber-kegs are capable of moving above ground, but if this new model has to be immobile then I'll modify the scripts so they react to damage from a distance (burrow down, pop up behind the unsuspecting archer or mage). I already have a similar set of scripts for phase spiders.

#5
bealzebub

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Yahoo! I need this in A2- Secret of the Slavers Stockade.
First-rate work as always!

#6
Sin7

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Very cool. I would offer to get the soundset from BG as it's easy to convert sound files but I haven't had it for years now. There are plenty of existing vanilla sounds that could replicate it in NWN2 though so I wouldn't be too caught up about getting a unique one. I'll have a look at portraits for it if you want; I'm pretty good with photoshop :) just drop me a PM or reply to the thread.

How are you planning on it moving? Script will work, but the whole combat will have to be scripted then - unfortunately if a creature is immobile it doesn't cast or use special abilities.

I think it would be very neat, and easy enough to model, if you took what the BG approach was for movement i.e. the model dissapears but there is a slight dirt trail. When it stops it's there again. This would mean it is not an immobile monster that needs scipts to move or use it's acid ability. Just a thought.

Modifié par Sin7, 20 novembre 2012 - 05:14 .


#7
Hellfire_RWS

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Sin7 wrote...

I'll have a look at portraits for it if you want; I'm pretty good with photoshop :) just drop me a PM or reply to the thread.

How are you planning on it moving? Script will work, but the whole combat will have to be scripted then - unfortunately if a creature is immobile it doesn't cast or use special abilities.

I think it would be very neat, and easy enough to model, if you took what the BG approach was for movement i.e. the model dissapears but there is a slight dirt trail. When it stops it's there again. This would mean it is not an immobile monster that needs scipts to move or use it's acid ability. Just a thought.


DannJ has scripted the creature and it is working beautifully. It works the same as in the BG games.
I would love to have a good portrait for it if your inclined Sin7, thank you for the offer

Modifié par Hellfire_RWS, 21 novembre 2012 - 01:44 .


#8
Dann-J

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Sin7 wrote...

Very cool. I would offer to get the soundset from BG as it's easy to convert sound files but I haven't had it for years now.


I recently went looking for some BG sounds for gibberlings, hobgoblins and xvarts. They were more disappointing than I remembered from playing the original game. Stupid unreliable nostalgia... Image IPB

I ended up using one of the looping gibbering sounds as a constant noise given off by gibberlings, and I might use some of the funnier xvart exclamations ("scuz-sucking humanoids", etc). Otherwise the sound sets were too cartoony for me.

I haven't listened to the BG ankheg sounds, but if they're as bad as some of the others then the umberhulk sound set might be the best alternative.

#9
Sin7

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Heh you'll probably find it's not the best either, Umberhulk would do for it, or some other beetle

I'll put the portrait together tonight. I'm using my phone to reply but I don't think you can add attachments on these forums, PM me your email if that's the case.

Cheers,

Sin

#10
Sin7

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Here's some ones I've bashed together, let me know which ones you like (if any!) Are you looking for it to be a drawing or more of the ingame model for the portrait?

Image IPB

Image IPB

Image IPB

#11
MokahTGS

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 My vote is for #3...the look is more stylized, but much better than the others.

#12
kevL

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Same, i dig the cartoonie Fx

(though maybe that's just too much xCom)

#13
kamal_

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The problem with the first two is the model is not well lit and the background is dark , so there is very little contrast. The model should be well lit.

#14
Sin7

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I must admit I prefer #3 as well. You're right Kamal, I'll lighten the model and add more contrast

#15
Sin7

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Lightened the background, so not as dark but I'm still not too fond of it - think the pictures suit it better.

Image IPB

Image IPB

Image IPB

#16
kevL

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2nd #3 comes close, still like 1st #3 tho

( issue the package w/ both icons :)

#17
PJ156

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Me vote for #1 #3, got it nailed there I think

PJ

#18
kamal_

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I still think there needs to be an icon based off the model as an option, for consistency with how the game normally does things.

#19
-Semper-

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perhaps hellfire could release just the model and the textures so that others are able to load the model into a custom, well lit level to take a good looking screen for cropping the final portrait.

#20
KurumiMorishita

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I vote for #2 .. and agree with kamal_ .. btw.. wonderful model, Hellfire.. as always!!!