Custom Content Challenge: October 2013: Masters of the Wild / Let's Make Camp
#26
Posté 12 octobre 2013 - 09:35
#27
Posté 13 octobre 2013 - 12:26
#28
Posté 14 octobre 2013 - 07:47
#29
Posté 14 octobre 2013 - 12:47
#30
Posté 14 octobre 2013 - 05:56
#31
Posté 14 octobre 2013 - 10:34
The Amethyst Dragon wrote...
Female Barbarian Override by Shemsu-Heru (creature model, tentative)
She' s no more and override....
#32
Posté 15 octobre 2013 - 02:51
Does this mean you're not including this model, or does this mean that it will be a separate model with it's own appearance.2da line rather than an override?Shemsu-Heru wrote...
The Amethyst Dragon wrote...
Female Barbarian Override by Shemsu-Heru (creature model, tentative)
She' s no more and override....
#33
Posté 15 octobre 2013 - 06:49
#34
Posté 15 octobre 2013 - 08:41
She will be a separate model with it's own appearance.2da.
@Malagant:
It's a tentative, because is my first try with an skinned creature, and the problem with the hands position when uses two-handed weapons, persists.
#35
Posté 15 octobre 2013 - 05:14
#36
Posté 15 octobre 2013 - 05:34
#37
Posté 15 octobre 2013 - 05:37
It could use some visual filler under/around the ears I think. The picture has skull wrapped dreadlocks that come down in front of the torse to visually fill in that space. Filling it in with grey hair would work, right now it looks a little hoodlike.Shemsu-Heru wrote...
Half-orc shaman head, based on the art of Todd Lockwood. Well actually I don't know if the guy in Lockwood's picture is a half-orc; However he looks quite close to them for me...
/ not that I could do better, because I couldn't.
#38
Posté 15 octobre 2013 - 10:18
#39
Posté 15 octobre 2013 - 11:14
TR
#40
Posté 16 octobre 2013 - 12:41
I have two systems that work with this month -
- my terrain system (along with ranger/druid feats and spells - including tracking)
- expanding innocuous fmailiars to all pets...
If I can get some other stuff done I might contribute one of those, but... maybe in the future when things wuiet down.
#41
Posté 16 octobre 2013 - 07:41
Tarot Redhand wrote...
Just a little thought, but we're halfway through this challenge and the only person definitely making anything appears to be Shemsu-Heru? Is no one else making anything (no I am not discounting the possible pre-fab mentioned earlier in the thread)? My excuse is I can't think of anything flat that would fit the theme. So what's your excuse?
I just haven't put much thought into it yet. I procrastinate. Always have.
I think I will take on "wilderness trap" placeables...simple ones that could be roughed out of materials in the wild.
- swinging spiked log
- simple ground-level noose
- simple tripwire made of rope or leather
- wooden version of a spike trap
As far as flat things go, how about these?
- short blood trails
- ground scratch marks (turkey, deer, etc.)
- dirt or sand drag marks
- scattered fur or feathers with some minor amount of blood (aka, "something was eaten here")
#42
Posté 16 octobre 2013 - 10:44
@AD You'll find that I made short (extensible by placing one after the other) blood trails a while ago and included them in my bloodbank placeables. Of the others, apart from using an invisible placeable, aren't scratch marks too small to see in NwN? Again the same applies to the something was killed here idea as well. Also, I am not absolutely sure what you mean by drag marks for ordinary graound (for sand they would have to be 3d because sand is so loose)
TR
#43
Posté 16 octobre 2013 - 12:08
1. Some herbs/berries/muhrooms with certain properties upon eating. Mainly low level healing and small buffs. A few could have unintended side-effects (e.g. if you eat more than a certain amount you fall asleep or get dazed).
2. A predator with 'stalker' AI: When it detects you, it goes into stealth mode and stalks you until it gets close and makes a successful sneak-attack.
3. Camouflaged hide-outs, e.g. a lean-to with a roof of leaves, a turf house that really blends in with the forest/shrubbery, trees with large holes in them (with a set of glowing eyes inside that can be turned on/off).
4. Paths made by animals (would probably have to be associated with particular tilesets to properly blend in).
5. Animal holes and burrows (rabbits, badgers, foxes).
6. Some more 'wilderness' outfits - sown skins or furs; fur hats?
7. A number of placeables which would work as triggers for 'Searching the ground/shrubs/rocks for stuff' purpose. Basically partly overgrown small to larger piles of stones and rubble.
8. Fresh, half-eaten and half-rotten animal corpses, in particular: Deer, Boar, Horse, Bison, Moose and other various herbivores, goats, rabbits. Also more animal skins and bones.
9. A useable hammock (I know it's unlikely, but one can dream).
EDIT:
Placeable wood/stone holes of differnt sizes that can be stuck onto stuff with single or multiple glowing eyes that can be turned on/off or that fade in/out with time OR (if that's even possible) floow the viewer as he walks by them.
Walking shrubs with legs.... and shifty eyes.
Camouflage clothing made of leaves and twigs that makes you look like a shrub.
Modifié par KlatchainCoffee, 16 octobre 2013 - 03:15 .
#44
Posté 16 octobre 2013 - 01:20
#45
Posté 16 octobre 2013 - 04:15
Tarot Redhand wrote...
Just a little thought, but we're halfway through this challenge and the only person definitely making anything appears to be Shemsu-Heru? Is no one else making anything (no I am not discounting the possible pre-fab mentioned earlier in the thread)? My excuse is I can't think of anything flat that would fit the theme. So what's your excuse?
TR
If CCC accepts custom scripting, may i propose some outdoor custom speed boots ? I need to do these for my OEWTP module (a forest adventure that could probably benefit from this month CC Challenge) and perhaps this can be of interest to someone else.
My idea is to have simple magic running boots giving a boost in speed, limited in effect duration but unlimited in charges. This is to replace the standard HASTE boots for low level characters, without the massive CA increase and other extra advantages permahaste provides. I intend to have some use restrictions: works only outdoor, maximum speed only enabled in the wild, etc.
#46
Posté 16 octobre 2013 - 04:49
We like custom scripting for monthly CCC themes. It's custom content.CaveGnome wrote...
If CCC accepts custom scripting, may i propose some outdoor custom speed boots ? I need to do these for my OEWTP module (a forest adventure that could probably benefit from this month CC Challenge) and perhaps this can be of interest to someone else.
My idea is to have simple magic running boots giving a boost in speed, limited in effect duration but unlimited in charges. This is to replace the standard HASTE boots for low level characters, without the massive CA increase and other extra advantages permahaste provides. I intend to have some use restrictions: works only outdoor, maximum speed only enabled in the wild, etc.
Maybe make versions for differnt wilderness evironments?
boots of the stag (forest)
boots of the gazelle (rural)
boots of the cheetah (desert)
boots of the winter hare (rural winter / frozen wastes)
#47
Posté 16 octobre 2013 - 10:05
as soon as i can figure out how to get my pictures to work again, ill start uploading
Modifié par oOKyeOo, 16 octobre 2013 - 10:07 .
#48
Posté 17 octobre 2013 - 04:57
The Amethyst Dragon wrote...
We like custom scripting for monthly CCC themes. It's custom content.
Maybe make versions for differnt wilderness evironments?
boots of the stag (forest)
boots of the gazelle (rural)
boots of the cheetah (desert)
boots of the winter hare (rural winter / frozen wastes)
Count me in for a magic pair of wilderness all-terrain speed boots.
These boots will have variable speed boost tied to the location tileset: obviously Forest, Rural and Winter Rural will be their favourite playground and bestow maximum speed, but they will work (with less speed) in Desert, City exterior and Frozen wastes and refuse to run indoor or underground. If everything goes well, i could add your more specific boots suggestion (one Tileset-bound per booty) to the package, but later this month.
Edit: Will support 1.69 Tilesets: Max speed in "Tropical", partial speed in "Castle exterior rural".
Modifié par CaveGnome, 18 octobre 2013 - 09:13 .
#49
Posté 17 octobre 2013 - 06:29
#50
Posté 17 octobre 2013 - 07:15





Retour en haut







