Custom Content Challenge: June 2013: Oldschool
#26
Posté 15 juin 2013 - 09:38
#27
Posté 16 juin 2013 - 12:29
TR
#28
Posté 16 juin 2013 - 04:59
#29
Posté 16 juin 2013 - 05:11
#30
Posté 18 juin 2013 - 12:17
Tarot Redhand wrote...
Never having heard of those grimoires, I would still hazard a guess that the bomb beast is older as I know that it is over 30 years since it was created.
TR
Arduin Grimoire vol. 1 was published in 1977 while volumes 2 and 3 in 1978. I couldn't find bomb beasts in volumes 1 or 2 but it might be in vol 3 (which I don't have). And if bomb beasts look like tribbles than it certainly sounds like a Dave Hargrave kind of monster as he was very fond of mixing Sci-Fi (not SF) with fantasy as well as exploding monsters and PCs.
And so the mystery continues. . . .!
Cheers,
Grymlorde
#31
Posté 18 juin 2013 - 01:01
I think it was in Vol II that he "introduced" a star beast - sort of a locomotive with tentacles - that I distinctly remember from Space: 1999 :-)
I had vols 1-8 (original) and I think there were a couple after that :-P
There are a few creatures in there I'll probably model sooner or (more likely) later.
Edit: I am definitely doing the two-headed dragon snail from Runequest :-)
Like Chivalry & Sorcery, I mostly used Arduin for resources, rather than rules, prefering my own custom rules based off a blend of Runequest, Swordbearer (great magic system!) and Leading Edge's Sword's Path Glory. Oh, and throw the Palladium source books in there, also :-)
I did own the original 3 Chainmail booklets, didn't actually use them for much. They were more trophys than anything else :-P
<...for 1999>
Modifié par Rolo Kipp, 18 juin 2013 - 01:03 .
#32
Posté 18 juin 2013 - 05:07
Shell is done, now onto the fleshy body, to be followed by animating the whole thing.
And yes, the shell is a lot of polygons, but it has to be to pull off the curling shape of a decent snail shell. Don't worry, once it's compiled it'll load up right quick in-game.
Work in progress...

Edited to add new WIP pic...
Working on the body and new coloration (a bit closer to PnP colors). Visible body will become a skinmesh, haven't gotten to adding bones yet (or tentacles).
Body and shell textures both have an alpha channel, so there'll be a some shininess in-game.
Modifié par The Amethyst Dragon, 18 juin 2013 - 07:28 .
#33
Posté 18 juin 2013 - 10:16
TR
#34
Posté 18 juin 2013 - 11:53

And yes he also has wings
Modifié par MerricksDad, 18 juin 2013 - 11:55 .
#35
Posté 18 juin 2013 - 04:01
#36
Posté 18 juin 2013 - 04:42
#37
Posté 18 juin 2013 - 04:57
Er, wait, how's this going to work out? I was going to put the wings and wing anim in the model AFTER I finished the base skin by copying the large silver wing data into the ascii model. He was going to just have the standard wing animations for PC's and then root the base to the PMH0 file so wings anims would just bind to the base anims. (basically he'd be a modified pair of wings).
Maybe I should merge the wings first and have you paint them too? He would then NOT have a copy of the a_ba animations I current have on him, and might be harder to paint.
What do you think?
#38
Posté 18 juin 2013 - 04:58
Modifié par MerricksDad, 18 juin 2013 - 04:59 .
#39
Posté 18 juin 2013 - 07:21
MerricksDad wrote...
With camping coming up, I don't know if I will be able to complete the texturing of Venger from the DND cartoon. Would anybody be interested in doing the texture if I finish the rigging?
And yes he also has wings
Perhaps I could help you with the texture if you whish?
About the whings, perhaps you could addep just a wing dummy, and let him use any of the dynamic wings....
#40
Posté 18 juin 2013 - 08:10
Seems to compile fine for me, not too long in loading. Shadow blocks could use some tweaking. Overall not bad.
Edit:
If you guys want to pop the wings off and just leave the wing node for script adding of wings, thats cool too. You could then parent him back to pmh0 and go from there. Any which way you want that works!
Edit:
Ok, he's up on my CCC Venger Project Page (here on bioware)
Modifié par MerricksDad, 18 juin 2013 - 08:25 .
#41
Posté 18 juin 2013 - 09:29
#42
Posté 18 juin 2013 - 10:08
I'm thinking constrictors just wouldn't be very convincing when attacking. It'd be hard for a monster to be in the same place as a PC and to do a convincing constriction animation with the variety of model sizes and shapes of potential victims, and to make it so victim's models don't clip through too much while being crushed (when they wouldn't be able to move and might be in odd positions as the sname just sits mostly still until their food is dead.Tarot Redhand wrote...
Actually there was another thing in there that I have yet to see in nwn that unfortunately has been in every edition of D&D - constricting snakes.
From watching constrictors at work (which is quite cool), it would be a much more complicated model/animation/cutscene/etc. than your regular NWN attack that has minimal interaction between the fighting models.
A great idea to be sure. I think NWN is just a bit too limited to pull it off...
...unless someone wants to model/script a snake that visibly vanishes and (at least for PCs) applies a torso-aligned VFX of a snake constricting them.
Modifié par The Amethyst Dragon, 18 juin 2013 - 10:10 .
#43
Posté 18 juin 2013 - 10:26
TR
Modifié par Tarot Redhand, 19 juin 2013 - 01:30 .
#44
Posté 19 juin 2013 - 01:05
_six wrote...
If the wings are just standard wings anyway, I don't see any reason to have them on the model.
I just planned on recoloring and was going to scale them up a bit to match his increased body size.
#45
Posté 19 juin 2013 - 10:02
MerricksDad wrote...
_six wrote...
If the wings are just standard wings anyway, I don't see any reason to have them on the model.
I just planned on recoloring and was going to scale them up a bit to match his increased body size.
Why not add a seperate new wing model instead, so the wings can be used by anybody? They could be a valuable addition.
#46
Posté 19 juin 2013 - 11:46
#47
Posté 19 juin 2013 - 08:19
#48
Posté 20 juin 2013 - 11:38
#49
Posté 20 juin 2013 - 11:59
LOL, I oughtta slug ya fer that one!
<...some slimy stuff>
#50
Posté 21 juin 2013 - 12:14





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