Custom Content Challenge: June 2013: Oldschool
#76
Posté 26 juin 2013 - 02:01
#77
Posté 26 juin 2013 - 04:34
#78
Posté 26 juin 2013 - 11:15
So 17 bones for a single skinmesh is too much? :innocent: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.
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
Posté 27 juin 2013 - 01:41
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
Posté 28 juin 2013 - 01:38
#81
Posté 28 juin 2013 - 03:11
#82
Posté 28 juin 2013 - 05:19
#83
Posté 01 juillet 2013 - 05:43
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
If I succeed in building "Dungeonham" it is my hope and desire that we can use it for the CCC demo.
#84
Posté 07 juillet 2013 - 11:23
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
Posté 07 juillet 2013 - 11:33
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
Posté 08 juillet 2013 - 05:25
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)
Modifié par Grymlorde, 08 juillet 2013 - 05:41 .
#87
Posté 10 juillet 2013 - 10:38
Declared/Started/Intentioned Projects:
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.
#88
Posté 19 juillet 2013 - 03:01
#89
Posté 19 juillet 2013 - 06:55
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
Posté 20 juillet 2013 - 04:53
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
Posté 21 juillet 2013 - 02:37
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.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.
#92
Posté 21 juillet 2013 - 05:12
#93
Posté 25 août 2013 - 03:52
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 .





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