Aller au contenu

Photo

Custom Content Challenge: June 2013: Oldschool


  • Veuillez vous connecter pour répondre
92 réponses à ce sujet

#76
Draygoth28

Draygoth28
  • Members
  • 445 messages
I had the same disappearing issue with one of my mount models. I fixed it by reducing the amount of bones tied to the skin. Hope this helps and everything is looking great.

#77
Shemsu-Heru

Shemsu-Heru
  • Members
  • 739 messages
Thanks, but that can't be the problem in this case. because I only had used skins with the arms, and there was only two bones involved...

#78
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 877 messages

Draygoth28 wrote...

I had the same disappearing issue with one of my mount models. I fixed it by reducing the amount of bones tied to the skin. Hope this helps and everything is looking great.

So 17 bones for a single skinmesh is too much? :innocent:

I've had it down to 4 bones per vertex for a while, and the thing looks perfect in the toolset.  I'll try out many less bones and see if that fixes it (and figure out the max that can be for a skinmesh if that does fix it...handy info to have).  I do not look forward to animating this thing for a 3rd time...

#79
MerricksDad

MerricksDad
  • Members
  • 1 608 messages

The Amethyst Dragon wrote...
So 17 bones for a single skinmesh is too much? :innocent:


For non-pc model, aparently yes. I'm in the 20's on pc's and it is working just fine (see more below). For monster, I have been in the high teens before and it worked fine, but only for extremely low poly models.

My more recent mid-poly work only functions at about 14 bones max per skin, but on any complexity skin, so far as I can see. I also have better luck when doing high bone counts when bones are not connected deeply from the root. For instance if I add more bones to the humanoid torso, even beyond 20 count, they don't seem to break anything. However, if I then try to wrap the same skin to even one cloak bone, it crashes.

I would really like if somebody could find the inner workings and lay them bare to us.

#80
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 877 messages
Extending the end date by a week while we deal with the old Vault shutdown.

#81
Shemsu-Heru

Shemsu-Heru
  • Members
  • 739 messages
VOLO is ready to Download

Posted Image:


#82
_six

_six
  • Members
  • 919 messages
You know, with the disappearing snail issue - I had that issue with my dragons at one point. Just doing the standard reset xforms, re-export and hope fixed it. So I can heartily reccomend trying lots of unrelated and low-impact things and hoping. : p

#83
Grymlorde

Grymlorde
  • Members
  • 223 messages

The Amethyst Dragon wrote...

Extending the end date by a week while we deal with the old Vault shutdown.


Glad for the extra week, though not for the reason. . .

Status of my prefabs:
  • 9 NPCs (Bigby, Mordenkainen, &c.)
  • 2 Auto-closing dungeon doors
  • Various & sundry AD&D magic items, e.g. swords that give off light, arrows of slaying, &c.
  • Armor, shields, and weapons as described by Gary Gygax, e.g. "plate mail."
  • OD&D Underworld hide/skin properties for monsters, i.e. darkvision feat & ultravision special ability
With this extended deadline, my goal is to also provide a prefab area "Dungeonham" viz. an entrance to a dungeon with a magic-user shop, cleric temple, druid shrine, armorer, and a tavern -- all with inflated prices due to the "gold rush" nature of a dungeon. Also to include a single dungeon level with no light and auto-closing doors.

If I succeed in building "Dungeonham" it is my hope and desire that we can use it for the CCC demo.

#84
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 877 messages
One day left, folks.

Unfortunately, the snails aren't going to make it. Haven't had time to put into figuring out why they're not showing up in-game and possible re-animating them from scratch (again...it's a multi-hour process).

Got the D&D cartoon cloak prefabricated and the model for the quarterstaff done.

For July, I'm planning on extending that one a week into August and just overlapping it with the first part of August's CCC time.

#85
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<blowing things...>

I've roughed in most of the combat anims and the disappear (explode) anim.
Lot of cleanup to do on anims and still the variations and scripting to do.

Edit: Added blast mitosis video. Explosive fission works, but still need to add AoE blunt and fire damage.

<...all out of proportion>

Modifié par Rolo Kipp, 08 juillet 2013 - 02:45 .


#86
Grymlorde

Grymlorde
  • Members
  • 223 messages
 Dungeonham is released.

Contents:
  • NPCs from Rogues Gallery (Bigby, Mordenkainen, etc.)
  • Some equipment and magic items from the AD&D DMG (Rings of wizardry, Arrows of slaying, Plate mail)
  • Town of Dungeonham with merchants selling mundane and magic items at gold rush prices
  • Empty dungeon levels 1 and 2 ready to be populated
  • Much more information in the ReadMe (see link in sig)
This was a fun first foray into custom content.

Modifié par Grymlorde, 08 juillet 2013 - 05:41 .


#87
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 877 messages
Status:

Declared/Started/Intentioned Projects:
AD&D Monster Leaders (prefab) - Grymlorde
Runequest Two-Headed Dragon Snail (model) - Rolo Kipp
Flail Snail (model) - The Amethyst Dragon
D&D Cartoon Venger (model) - MerricksDad & _six

Received Projects:
Volo (model) - Shemsu-Heru
AD&D Rogues Gallery NPCs (prefab) - Grymlorde
AD&D Magic Items (prefab) - Grymlorde
D&D Cartoon Cloak of Invisibility (prefab) - The Amethyst Dragon
Bomb Beasts (model) - Cestus Dei & Tarot Redhand (video preview)
D&D Cartoon Quarterstaff (model + prefab) - The Amethyst Dragon

A few cancelled projects, quite a few downloaded, only one missing.  Not bad for only a couple days after the end of the given time.

A couple of these have demo modules included, so I'm going to be working on merging them together and adding in the other stuff for a proper full-month demo.
:wizard:

#88
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 877 messages
Any word on if Venger will be appearing?

#89
Urk

Urk
  • Members
  • 232 messages
If I might stray OT a bit... This is not intended as a formal entry or anything. It's been on the vault for years. It's not custom content, just something I cranked out in the toolset but it is definitely old-school.

If there are any other Greyhawk lovers out there here's a little something I put together for my DM'ed campaign. 

http://nwvault.ign.c...s.Detail&id=958

Modifié par Urk, 19 juillet 2013 - 07:05 .


#90
MerricksDad

MerricksDad
  • Members
  • 1 608 messages

The Amethyst Dragon wrote...

Any word on if Venger will be appearing?


I think he's off dinking around with Tiamat or something. Even if nobody else skins him, I will still do it eventually.

#91
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 877 messages

MerricksDad wrote...

The Amethyst Dragon wrote...

Any word on if Venger will be appearing?


I think he's off dinking around with Tiamat or something. Even if nobody else skins him, I will still do it eventually.

Alrighty then.  In the meantime, I'll post up the rest of the June stuff sometime in the next few hours.  Venger (and my snails, if I ever get them working right) can be added as an addition later.

#92
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 877 messages
Oldschool content is online and ready to go.
http://neverwinterva...-2013-oldschool

#93
CaveGnome

CaveGnome
  • Members
  • 290 messages
Hello CCC moders,

Is it possible to add something to the CCC June Oldschool edition and did you accept scripts as custom content? I know, it's late... But perhaps some oldschool Troll AD&D 1st ed. scripts could interest someone.

With these your favorit Troll will behave in a more "AD&D 1st edition" way (regen rate and regen timing, knockdown system, impervious to normal damage, only fire and acid can kill the Troll, etc. Note that all magic spells like death finger, darkfire, flamestrike... do work).

Edit: i use some code from the previous "Lorinton Troll" in my scripts, but the system is significantly different. Is this
a problem? (not 100% original content).

Modifié par CaveGnome, 27 août 2013 - 03:48 .