RE: Merry Tile Making and Other Assorted Goodness
#26
Posté 23 décembre 2013 - 06:52
#27
Posté 23 décembre 2013 - 07:37
#28
Posté 23 décembre 2013 - 07:45
http://www.dinposter...nnat/crypt2.rar
#29
Posté 23 décembre 2013 - 07:53
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...

And a texture comparison - original on left, new on right
Modifié par Pstemarie, 23 décembre 2013 - 08:07 .
#30
Posté 23 décembre 2013 - 09:31
#31
Posté 23 décembre 2013 - 09:35
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
Posté 24 décembre 2013 - 04:28
#33
Posté 24 décembre 2013 - 04:39
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
On a more positive note - he did make some awesome creatures. :innocent:
Modifié par Pstemarie, 24 décembre 2013 - 04:39 .
#34
Posté 24 décembre 2013 - 06:48
#35
Posté 24 décembre 2013 - 12:22
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
Posté 24 décembre 2013 - 12:53
#37
Posté 24 décembre 2013 - 03:36
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
Posté 24 décembre 2013 - 05:28
#39
Posté 24 décembre 2013 - 06:09
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
Posté 25 décembre 2013 - 01:13
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
Posté 25 décembre 2013 - 01:34
#42
Posté 25 décembre 2013 - 05:59
#43
Posté 26 décembre 2013 - 07:25
*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
Posté 26 décembre 2013 - 08:20
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
Posté 26 décembre 2013 - 08:45
Yes, I am documenting, in excruciating detail, everything put into my module that requires me to remember it more than a month from now.
Modifié par Pstemarie, 26 décembre 2013 - 08:45 .
#46
Posté 27 décembre 2013 - 01:21
neverwintervault.org/project/nwn1/other/pstemaries-vault-stuff-bioware-social
Modifié par Pstemarie, 27 décembre 2013 - 01:21 .
#47
Posté 27 décembre 2013 - 02:27
#48
Posté 27 décembre 2013 - 04:12
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
Posté 30 décembre 2013 - 12:47
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
Posté 30 décembre 2013 - 02:01
Missed this one.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?
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 .





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