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RE: Merry Tile Making and Other Assorted Goodness


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#26
WoC_Builder

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Ooh! VERY much looking forward to that one! :D

#27
Pstemarie

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Hide and seek with a skeletal ogre in the crypts!

Posted Image

#28
YeoldeFog

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I tried to reskin the crypts. Here are the files (TGA) if you want to make something out of it. Tried to use high-quality textures. I haven't replaced all the textures, but all the major ones are reskinned.

http://www.dinposter...nnat/crypt2.rar

#29
Pstemarie

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YeoldeFog wrote...

I tried to reskin the crypts. Here are the files (TGA) if you want to make something out of it. Tried to use high-quality textures. I haven't replaced all the textures, but all the major ones are reskinned.

http://www.dinposter...nnat/crypt2.rar


I'll look over your textures, but I'm pretty happy with what I've got. Personally, I've always liked the crypt textures, just not the yellowish cast that came with them. Nor was I overly fond of the metallics. The revamped textures I've created remove the yellowish cast, look like they come from the same geographic region as the other tilesets I use, and really reflect the environmental lighting nicely. This screenshot was taken in the toolset with shadows and lighting off...

Posted Image

And a texture comparison - original on left, new on right

Posted Image

Modifié par Pstemarie, 23 décembre 2013 - 08:07 .


#30
T0r0

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Who made roofs for crypt ? I know I had them in the past, just can't recall where from.

#31
Pstemarie

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T0r0 wrote...

Who made roofs for crypt ? I know I had them in the past, just can't recall where from.


No idea - chico, hellfire (aka neverroofers), zwerkules are the only ones I ever knew that made ceilings.

Modifié par Pstemarie, 23 décembre 2013 - 09:39 .


#32
Frith5

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Hardpoints?

nwvault.ign.com/View.php

Modifié par Frith5, 24 décembre 2013 - 04:34 .


#33
Pstemarie

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Frith5 wrote...

Hardpoints?

nwvault.ign.com/View.php


Yeah, I kind of skipped over him on purpose. Cloning tile geometry, flipping it 180 degrees so it creates a mirror image, then attaching it to the tile below is NOT my idea of actually putting a ceiling on something :crying: While it does get the job done, it's a crude method that yields crude looking results.

On a more positive note - he did make some awesome creatures. :innocent:

Modifié par Pstemarie, 24 décembre 2013 - 04:39 .


#34
Mecheon

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This Egyptian version of the Crypt includes roofs, but I'm not sure if this is the only one with them, or if he used a base hak found elsewhere

#35
TheOneBlackRider

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Pstemarie wrote...

Working on some frozen and drowned zombies now...screens -  and screams - will be forthcoming!

It really is amazing how much stuff I've been able to find in Pathfinder that works as is in NWN - same stats, gear,etc. So far I've got conversions of the following:

Burning Skeleton
Frozen Zombie
Plague Zombie
Skeleton
Skeletal Archer
Skeletal Mage
Skeletal Ogre
Skeletal Champion
Zombie

With a few AI settings they make reasonably formidable foes for low to mid-level PCs. I'll have to remember to send the lady from the yard sale that sold me all that Pathfinder stuff an X-Mas card.


A bit late, since you already posted more teasers, but these look awesome!
Will they be released for anybody to use? (I ask, because I'm going to create a creature pack for my server an I'd like to include those...)

Modifié par TheOneBlackRider, 24 décembre 2013 - 12:24 .


#36
Pstemarie

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Yeah, eventually I'll be releasing my custom haks to the community so that people can play around with the content. The module won't be released - its a LAN mod and is pretty barebones since its designed to be run by a DM.

#37
Von Stalhein

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Pstemarie wrote...

Yeah, eventually I'll be releasing my custom haks to the community so that people can play around with the content. The module won't be released - its a LAN mod and is pretty barebones since its designed to be run by a DM.


All of this stuff looks simply fantastic, pstemarie. I too run DM-only games, and I'm in pre-production for a new campaign in the coming year. Could I be incredibly forward and ask what kind of timescale you might think of releasing such materials on? It's fine if you have no idea/don't want to say! I only ask since, if the timeframe fits, I'd love to be able to get these materials some additional exposure through the games I run.

In any case, a very Merry Christmas! I raise a glass to you and all the others who continue to make such fantastic and wonderful content for NWN. I can assure that all my players will be raising a glass to you as well. Cheers!

#38
Pstemarie

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I really have no solid time frame for release, but I suppose I could post what I've got now when I release Project Q v1.7.

#39
Von Stalhein

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Pstemarie wrote...

I really have no solid time frame for release, but I suppose I could post what I've got now when I release Project Q v1.7.


I would certainly be most obliged if you did so! It's your call though - whatever is best/easiest/preferable for you.

#40
Pstemarie

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Von Stalhein wrote...

Pstemarie wrote...

I really have no solid time frame for release, but I suppose I could post what I've got now when I release Project Q v1.7.


I would certainly be most obliged if you did so! It's your call though - whatever is best/easiest/preferable for you.


Happy Holidays! You can download it here...

http://neverwinterva...-hak-collection

You'll need some other stuff to go with it - links are in the readme file. Project Q v1.7 will be available once Rolo attaches it to the project page on the New Vault.

#41
henesua

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hoooooooo mama!

#42
TheOneBlackRider

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THANK YOU VERY MUCH! Got it!

#43
henesua

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Pstemarie, I've dug into the great tile additions you have in TNO, Classic Dungeon, and is that a rework of Mirkwood Swamp? wooow.

*thirlled into momentary silence until the brain engages again*

So I was wondering if you plan to release more of your additions to these HAKs? I like what you are doing here, and if you release anything I want to take advantage of it.

So how much should I pad my set files?

#44
Pstemarie

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henesua wrote...

Pstemarie, I've dug into the great tile additions you have in TNO, Classic Dungeon, and is that a rework of Mirkwood Swamp? wooow.

*thirlled into momentary silence until the brain engages again*

So I was wondering if you plan to release more of your additions to these HAKs? I like what you are doing here, and if you release anything I want to take advantage of it.

So how much should I pad my set files?


Glad you like!

Yes that is Mirkwood Swamp, but its a very early version from before LoW added all the other stuff to it. The area I use it for is largely devoid of anything other than trees and ruins. I do plan on adding other ruins to it at some point - depends upon if I decide to make a full blown ruined village or not..

I will continue to post updates to the HAKs, but, as I don't have any sort of plan or timetable, there is no telling what will eventually wind up in there - I make models as I need them.

As for padding .SET files. I really haven't got a clue what's going in them. I pretty much just create and add stuff as my module dictates. I really don't have a concrete plan for anything, a lot of what I make for it being made according to whatever catches my fancy - the beauty of a non-linear DM run module.

#45
Pstemarie

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I just uploaded an ERF that contains a revised version of nw_c2_default9.nss and associated libraries. This revision allows for customization of the default BioWare AI using variables that are stored on the creature rather than creating multiple OnSpawn scripts to tweak behavior. Full details are in the revised ReadMe included with the download.

Yes, I am documenting, in excruciating detail, everything put into my module that requires me to remember it more than a month from now. :P

Modifié par Pstemarie, 26 décembre 2013 - 08:45 .


#46
Pstemarie

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I have transferred the files my BioWare Social Project pages to the New Vault...

neverwintervault.org/project/nwn1/other/pstemaries-vault-stuff-bioware-social

Modifié par Pstemarie, 27 décembre 2013 - 01:21 .


#47
Pstemarie

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Inspired by skittles...

Posted Image

We needed more DLA mist colors...and I also made a set that's VERY large!

#48
Pstemarie

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As a follow-up to the above post - I am in the process of adding mist directly to the pit tiles of the Crypt Tileset. The mist is white, emits particles outside the tile boundaries (makes it look more natural), and is tied to AnimLoop03 so that the mist can be turned ON/OFF.

I'll post screens once all the tiles are updated...

EDIT: The mist attached to the tiles renders in the toolset, but doesn't show in game. Any ideas all you emitter gurus out there?

Modifié par Pstemarie, 27 décembre 2013 - 05:25 .


#49
CaveGnome

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@Pstemarie:

Thanks!!! for your wonderful nwn contributions (love project Q). I was searching for a 2da reference and gladly discovered you uploaded just that :-) Wish i could help you with your emitter problem, but i am a custom content beginner.

#50
Rolo Kipp

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<taking better...>

Pstemarie wrote...
...
EDIT:
The mist attached to the tiles renders in the toolset, but doesn't show in game. Any ideas all you emitter gurus out there?

Missed this one.

The usual reasons are the spawn type set to 0 or -1 and/or the birthrate set to 0. If the spawntype is wrong, the emitter only emits when the object moves (not too likely in a tile ;-).

Edit: OTR's reply

Can you post the emitter node of the model?

<...better aim>

Modifié par Rolo Kipp, 30 décembre 2013 - 02:10 .