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February 2013 Custom Content Challenge: Plants


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#26
Shemsu-Heru

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Fester Pot wrote...

Sweet. I thought for a second before reading your post, that it was a picture of a tileset you had made. XD

FP!



I'm sorry  It's just a capture from the game Morrowind...

#27
Fester Pot

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Shemsu-Heru wrote...

Fester Pot wrote...

Sweet. I thought for a second before reading your post, that it was a picture of a tileset you had made. XD

FP!



I'm sorry  It's just a capture from the game Morrowind...


There's no need to be sorry. I'm well aware of how difficult it is to make a complex tileset, and I'm not even sure such a tileset could be created to even resemble the Morrowind screen you posted.

FP!

#28
Jenna WSI

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Is it hard to break this down to pieces? Would be nice to get the torso and forearms as clothing parts for naturey pcs.

Zwerkules wrote...

As I already said the Bioware dryad looks like a drunken flamenco dancer to me, so I already started working on a new dryad model. It uses a head from Xaltar's NWN2 heads and since I haven't finished the model yet I haven't asked for his permssion to use that head. If I don't get his permission I won't add the dryad model to any haks, but if I get his permission, it might be my contribution to this month's challenge.

Posted Image

Ignore the red parts :P


Modifié par Jenna WSI, 03 février 2013 - 01:27 .


#29
dusty.lane

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It likely wouldn't be that hard, but imagine how out of place they might look against all the other body parts.

#30
Shadooow

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when working on the spells, I realized that each plant creature should have an appear animation to be summoned/animated in extra fashion, would be then appropriate to take already existing creature from vault and add this animation to her? Anyway, so far im using clay golem and flesh golem models instead of shambler and treant.

Modifié par ShaDoOoW, 03 février 2013 - 04:24 .


#31
Rolo Kipp

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<peering into...>

Quite appropriate, so long as you are careful of the source of the model. Some of the treant models were quite freely released, some are jealously guarded. At least one (the CEP tree giant) is a rip of Worlds of Warcraft IP and should be used with extreme legal caution :-P

That said, improving the DLA or Project Q treant with new anims sounds great to me :-)

<...all the most interesting shadows>

Modifié par Rolo Kipp, 03 février 2013 - 04:27 .


#32
Shadooow

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next idea, I tried to add tree and plant placeables as a tails, tried on small creature 100 and worked like a charm!

will release a 2da for this soon then

Still, to make it perfect we would need: bark/leaf "blood" visual effects (can new blood type be even added without custom scripting in ondamaged?), plant/tree sounds(ets), footstep sound and possibly footstep root-trail effect

#33
Rolo Kipp

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<jumpimping in...>

You could add custom emitters that fire on the "damage(l/r/s/b)" anims. Add the leaf emitter with an explosive birthrate on it and you'd get a puff of leaves whenever the creature took damage. Have to be baked into the creature, though, not an add-on.

Conversely, you could script in the same puff of leaves for the OnDamaged if you had a TaVFX built for it.

Great idea, S!

<...piles of autumn leaves>

Modifié par Rolo Kipp, 03 février 2013 - 05:49 .


#34
Tarot Redhand

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'Cos I'm still hoping for something dangerous and in keeping with this months theme, I thought someone might be interested in these that I came across on deviantArt -

Triffid 1

and

Triffid 2

Just download the pdf' files, print them out, glue them to thin card, cut them out and glue together.

TR 

Modifié par Tarot Redhand, 05 février 2013 - 12:07 .


#35
MerricksDad

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I started a malboro monster from final fantasy a few years ago. i was horrible at modeling then, so maybe I can resurrect that project. However, first off, I am already half finished with a new md's tool to create plants from small shrubs all the way up to giant trees! Its just too cool so far. Pick your textures for leaf (spring to winter) and bark (greenwood to old wood) plot in about 100 different data entries and click create! Boink....tree. Click another button to bake the tree for exporting and then use nwmax to export. Does branches, leaves, leaflets, thorns and spikes. Probably not going to do flowers or fruit yet. Maybe an extension later. Also great if you set the branch angles low, then view the output top down, you can do screen captures to make your own foliage textures and reduce the poly count by 75 percent.

#36
NineHells

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D&D plant creatures can be found here: monsterfinder.dndrunde.de
Choose: "By type" > Type is "plant" and you'll get the official creatures. A picture is set in the individual entry of each creature.

Modifié par NineHells, 06 février 2013 - 09:48 .


#37
werelynx

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Posted Image

and when player comes near the plant closes itself.

Remember that triffids, have some projectile weapon(leash? whip?), see picture on the wikipedia:
en.wikipedia.org/wiki/Triffid

Modifié par werelynx, 06 février 2013 - 02:51 .


#38
Tarot Redhand

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Alternatively, there's Audrey 2 and friends here

TR

Modifié par Tarot Redhand, 06 février 2013 - 05:47 .


#39
Builder__Anthony

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Beanstalk maybe ........like that one fairytale.jack and the beanstalk.it was real big and he climbed it up into the clouds.Hey everyone nice to see your work over last few months.the alerys look cool Z.been busy and just got my phone online.hope everyone is doing well.

#40
Shadooow

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Reporting status:

Download: module, hak, tlk

So far I've created:

- plant racial type
- plant class
- added plant placeables (only pre 1.69 however) into creature tail selection to be used with invisible creature to make plant creatures without new models
- four new spells
Command plants: makes hostile plants to be friendly
Animate Plants: creates neutral (defender faction so far) plants
Control Plants: dominates any plant creatures
Shambler: summons 1d4+2 shambling mounds (yes, all at the same time)
- shambling mound blueprint (uses clay golem appearance so far)
- spores special abilities (see image below):
stinking (daze)
confusion
stunning
paralysis
death
doom
smoke (blinding)
fire
acid
negative
poison
contagion (disease)
Posted Image
These abilities creates a cloud that affect any hostiles inside AOE every heartbeat (so after used, before affecting the PC there is 1round delay - so far this is intented). The duration of the cloud is 3 rounds, scaled by difficulty (since I recompiled it with community patch installed, it will be 1round very easy, 2rounds easy).

Still to do:
- plant class icon
- generic icon for spore abilities (to replace actual ir_GenHowl)
- a special icon for each new spell
- twinker spells conjure and cast vfxes
- somewhat balance the animate plants spell it creates too much plants at higher caster level

If anyone can do the icons, it would be nice, I am not able to do it, but if noone takes this I try to ask one of my friends.

Modifié par ShaDoOoW, 07 février 2013 - 04:39 .


#41
MerricksDad

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Here's a quick screen of part of my tree builder script. Still working on angle tweaks, but its coming along.

Posted Image

#42
MerricksDad

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And here are the skins I plan to apply to my loaded worm/plant animation framework.

Posted Image

The skeleton has a foot-shin-thigh-pelvis-torso-head and then from there has a number of tentacles that ring the head, and a number of tentacles that dangle from the head. Additionally there is a tongue, and four jaw nodes. All these nodes in a single animated file lets me create with a skin all of the critters shown. Hope it turns out well. I'm using the animation lengths and some of the movement of the giant spider model as a base. I'm also building a Gmax tentacle class which will have a few functions unique to tenticle movement, like writhe, retract, extend, feedNode, reset, useTentacleAsLeg, useTentacleAsArm, bla bla bla. Should be pretty cool.

#43
Tarot Redhand

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Yowser, Seymore's gonna be busy (little shop of horrors reference). Or in other words Yay, great. Just in case you need more inspiration, here is a link to a page with a collection of sketches and descriptions to interesting things on deviantArt.

TR

#44
Rolo Kipp

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<feeling the pains...>

I'm going to try something a little tricky with the forrestals, based on one of OTR's findings; I'm going to use one texture atlas for all the aged models, but adjust the material override steadily downward.

My hope is to have the youngest have bright green, springish foliage and the eldest dark evergreenish foliage. Hopefully their bark will similarly darken. As the textures are large and detailed, adjusting it this way would save a lot :-)

<...that come with age>

#45
MerricksDad

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I'm thinking to put the plant generator off until another day, or at least as a background project. I was shown Ryan Smith's TreeGen yesterday here and I don't think I can improve on that in the alotted time for this plant project. However, I CAN definitely improve upon it, especially in making it very gmax friendly.

I'm going gung-ho on the plant monster right now instead :) Currently animating 35 "tentacles" of 5 different types over 40+ animations...very difficult, but should be awesomely rewarding.

#46
werelynx

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Builder__Anthony wrote...

Beanstalk maybe ........like that one fairytale.jack and the beanstalk.it was real big and he climbed it up into the clouds.Hey everyone nice to see your work over last few months.the alerys look cool Z.been busy and just got my phone online.hope everyone is doing well.

Benstalk was done and you can see it in this module:
Jack and the Beanstalk
Don't know though if it was made of vanilla placeables or custom placeable.

#47
Tarot Redhand

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@MerricksDad - I for one would like to see your plant generator finished even if I can't get gmax to export stuff properly (that's my excuse for only doing 2d and I'm sticking with it (^_^)). I tried your link to TreeGen and nothing happens no web page and no time-out either weird.

TR

#48
Shemsu-Heru

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Here are the "Emperor Parasol" and some Azura's Coast "trees". From the great game of Morrowind; this plants are an iconic of Morrowind and one of the reasons why this game is so beautiful and exotic...

Posted Image

Posted Image

#49
Rolo Kipp

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<thinking truffles...>

Nice!

<...are not trifles>

#50
OldTimeRadio

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Normally I'd just leave it at a comment on your feed, Shemsu-Heru, but those are some incredibly beautiful 'shrooms!  I realize Bioware had to get permission from other companies to make sure certain content "fit in" but I really wish they'd been a little less restrained and made things more like this.

Really gives you the feeling you're in a different world and that you're just a tiny little part of it.

Modifié par OldTimeRadio, 09 février 2013 - 08:21 .