Bucket o' Slime
#1
Posté 05 janvier 2014 - 06:10
This project was inspired by ShadowM's excellent updated Slimes and discussion on The Amethyst Dragon's equally nasty D&D Classic Gelatinous Cube.
Purpose: A VFX-based slime trap that drops from above onto a target.
I'm creating this in three parts for flexibility and depth:
1) Base-applied vfx. This is the primary effect and would be applied regardless of whether the trap hit or not. A medium glob of slime stretches down and plops to the floor, becoming larger, then backs off to face the target from (center) 2.25m away (which would be where the builder spawns in a living slime to enter combat). It then fades out and down like a dying slime. Impact anim is 6 seconds long, with the last 1/3 second in position. Duration anim is one second long in position. Cessation is 1 second long. This one is fire and forget.
2) Torso-aligned vfx: A one-size-fits-all VFX (not pheno) applied to the torso. Like the 1st part, it drops from above, but it is smaller and sticks to the torso for that fresh "I've been slimed!" appearance. It shrinks and fades when ended, but has a slightly animated blobby loop for as long as the script wants to apply it (-5CHA, anyone? ;-).
3) Head-aligned vfx: Like #2, it drops and sticks, but this time on the head (blindness, perhaps?) and will also have an impact (start), duration (loop) and cessation (end) anim.
In use, spawn a waypoint at the location/facing of the target to apply #1 (else it will be linked to the facing/movement of the target ever after) and apply #1.
If trap hits, apply #2 and/or #3 at a slight delay (or even before) so you get a *plop*... *plop**plop* effect :-)
<...who to call>
#2
Posté 05 janvier 2014 - 06:35
#3
Posté 05 janvier 2014 - 06:41
Heh. I grabbed c_ooze_a01 because it had the neat organelles inside and anims. But that is the large ochre jelly. There is no green slime in default content, so I'm grabbing some stuff from ShadowM to make it work.
Having difficulty making the organelles inside show through the skin. Might work with txi, but I'm working on anims first.
<...the color test>
#4
Posté 05 janvier 2014 - 07:01
My own oozes don't have an alpha layer in their textures so that they're more than just super-shiny forms. The default ochre jelly was just too yellow-green and shiny for my personal taste. Ochre should be between yellow-orange and almost brown in color.
In this sample pic here (something I'm working on for my PW), I've got my slithering tracker set at alpha of 0.1 (almost invisible, as it should be), the crystal ooze at 0.2, the jellies at 0.6 (where you can just make out the organelles), the slimes/ooze at 0.8 (no organelles inside these anyway), and the puddings at 1.0 (since you shouldn't be able to see through pudding).

Full sized image here.
Modifié par The Amethyst Dragon, 05 janvier 2014 - 07:09 .
#5
Posté 05 janvier 2014 - 07:13
I like your design decisions. I also like the organelles, but they are making this more difficult than a vfx should be.
What texture do you use for the green slime? (the visual pun referencing both Ghostbusters and Nickleodeon tickles me pi... er, green ;-)
<...in agent orange>
#6
Posté 05 janvier 2014 - 07:22
That's funny. I just PM'd you a link to the texture, then saw you'd replied asking about it.Rolo Kipp wrote...
What texture do you use for the green slime?
Modifié par The Amethyst Dragon, 05 janvier 2014 - 07:23 .
#7
Posté 05 janvier 2014 - 07:44
#8
Posté 05 janvier 2014 - 08:03
Thanks. I'll check it out again in a few hours (dang "real life" interfering with computer time).ShadowM wrote...
You do not need to text edit there is a opacity setting in nwmax that you can do that with. I noticed in your gelatinous cube was totally invisible on my computer and semi transparent items in it were coming out shiny. I had to modify it to make it like your picture for my computer/graphic card other may have the same problem.
#9
Posté 05 janvier 2014 - 09:43
#10
Posté 05 janvier 2014 - 10:23
TR
#11
Posté 05 janvier 2014 - 11:31
#12
Posté 05 janvier 2014 - 11:38
Edit: Just starting to fall from 5m

Timelapse of the slime falling...

@ The Amethyst Dragon, I discovered that threshold when I was working on rays of light... Edit: Except I found the threshold to be around .4, myself (Radeon 305m) :-P
<...for every lodeon>
Modifié par Rolo Kipp, 06 janvier 2014 - 12:16 .
#13
Posté 06 janvier 2014 - 01:11
#14
Posté 06 janvier 2014 - 01:23
Not really, for a couple reasons. First, that isn't a creature. It's a trap. So it can land directly on top of the person triggering it. There's a couple other parts to this (head and torso slime), as well, to properly slime the person.
Second, not all slime would appear from above (and the anims are actually quite quick & dirty - I mostly wanted to see if the idea worked). By using this as a vfx, a builder can script it to hit any target and then spawn the creature slime 2.25 meters in front 5.5 seconds later (or so).
Fly in the ointment? Can't get the skin in the vfx to be translucent. Had to add alpha to the texture, which means it probably won't match the creature very closely :-P
<...to the bucket>
#15
Posté 06 janvier 2014 - 01:34
Modifié par ShaDoOoW, 06 janvier 2014 - 01:43 .
#16
Posté 06 janvier 2014 - 01:34
Not such a big deal when slimes are usually found in dark, dank dungeons and caves rather than brightly lit castles.Rolo Kipp wrote...
Can't get the skin in the vfx to be translucent. Had to add alpha to the texture, which means it probably won't match the creature very closely :-P
#17
Posté 06 janvier 2014 - 12:09
Anyways, I've got my own versions now for my LAN server. I'm in the process of making the slime trails match the texture hues on the creatures. Not much sense having a Gel Cube which is transparent dropping a bluish slime trail. As soon as I'm done I'll post a screenshot.
Modifié par Pstemarie, 06 janvier 2014 - 12:10 .
#18
Posté 06 janvier 2014 - 01:53
#19
Posté 06 janvier 2014 - 02:31
Side-tracked? Moi?! <you act shocked>Pstemarie wrote...
Everyone's working on oozes and slimes - did the CCC theme for this month get side-railed or what?
I do, don't I :-) <not very believably>
Grump <ham>
Heh.
For my part, I've been meaning to muck around with skinmesh VFX for a while and this was a serendipitous... <three syllables or less, old man>
...project. Honestly, I just can't find anything for DL that I want to do that isn't a 6-month project (That dragon-ish tomb, is one!) :-(
<...at the crows eating his trail of breadcrumbs>
#20
Posté 06 janvier 2014 - 02:52
Rolo Kipp wrote...
<g;ancing back in horror...>Side-tracked? Moi?! <you act shocked>Pstemarie wrote...
Everyone's working on oozes and slimes - did the CCC theme for this month get side-railed or what?
I meant "side-railed" - old Railroad term for putting something on hold - i.e. on a siding track
#21
Posté 06 janvier 2014 - 04:36
#22
Posté 06 janvier 2014 - 05:57
As far as getting side-tracked from the Dragonlance CCC...I just haven't thought about that one yet.
When it comes to NWN custom content, I get easily distracted. ShadowM started the slime thing...I was checking out his, found one little detail with the base model itself that I wanted to change, and ended up altering the skinmesh, making new textures, messing with transparencies and reflectiveness, messing with a slime trail emitter (changing the cube's blue slime texture to grey so that the emitter can color it however I wanted for each slime), going back and changing a few more things, and then going off to make the gelatinous cube harder to see.
The problem with NWN custom content is it's greatest aspect...we can do almost anything we want. It's just that "anything we want" can constantly change. A while ago it was
SQUIRREL!
Hello. I'm The Amethyst Dragon, and I have CC ADD/OCD. And yes, that was an Up! reference.
Has anybody made a convincing squirrel model yet? The only one I've tried so far was a half-rotten, half-mummified one as a holdable "torch" model for a character of one of my long-time players. Our forests seem to be lacking in "forest wildlife".
Modifié par The Amethyst Dragon, 06 janvier 2014 - 07:20 .
#23
Posté 06 janvier 2014 - 06:51
The Amethyst Dragon wrote...
SQUIRREL!
Hello. I'm The Amethyst Dragon, and I have CC ADD/OCD. And yes, that was an Up! reference.
Has anybody made a convincing squirrel model yet? The only one I've tried so far was a half-rotten, half-mummified one as a holdable "torch" model for a character of one of my long-time players. Our forests seem to be lacking in "forest wildlife".
NOOOOOOOOOOOOOO!!!!!! And off we go in another direction...
#24
Posté 06 janvier 2014 - 07:38
TR
#25
Posté 06 janvier 2014 - 07:51
Pstemarie wrote...
The Amethyst Dragon wrote...
SQUIRREL!
Hello. I'm The Amethyst Dragon, and I have CC ADD/OCD. And yes, that was an Up! reference.
Has anybody made a convincing squirrel model yet? The only one I've tried so far was a half-rotten, half-mummified one as a holdable "torch" model for a character of one of my long-time players. Our forests seem to be lacking in "forest wildlife".
NOOOOOOOOOOOOOO!!!!!! And off we go in another direction...
Yessssss!
I think a starting place would be the rabbit animations and rabbit that Rolo worked on at my request.





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