- Windlass for a portcullis
- Wool spinning wheel
Animated I suppose?
- Threshing flail (two wood poles attached by a chain)
Do you expect it to be useable as a weapon?
- Windlass for a portcullis
- Wool spinning wheel
Animated I suppose?
- Threshing flail (two wood poles attached by a chain)
Do you expect it to be useable as a weapon?
Animated I suppose?
Do you expect it to be useable as a weapon?
Well no, I was just going to make them static placeables, like the loom and the pitchfork. They're just for decoration, or at least for what I want to use them for.
But... perhaps I could interest you in the Illithid resting pod from the NWN tileset? The one with that opens like a clam shell? That would go nicely with the tileset conversion I've been working on for HotU. ![]()
It looks like the door model is tii_udoor_01.mdl. It uses textures tii_scullwall, ttu01_rock3, tii01_stoned, and ttu01_black.
I think ttu_udoor_08.mdl is also an illithid-themed door, if it interests you. Thanks.
I believe the tga files need to be normalized (it's the NWN ones I'm using, and their format is "unknown" to XnView, xNormal, Paint.net etc...).
However they do work in game and in the toolset:




If you wanna play with them, just download the file! ![]()
I'll release them when the textures are improved (and maybe with a few more objects?)
Thank you! Here is what the pods look like in use with NWN:

I'll tinker with the texture a little to see if I can improve upon the original.
You might want to use these somewhat larger texture files instead: illithid_door_textures.7z
Thank you.
Thanks, that looks really nicer!





Very nice indeed. That should give the finishing touch to the mind flayer tileset. Thank you!
I tried importing the resting pod door halves into the ported resting pod room tile, but I had to scale it up by x100 to get a snug fit. Is that okay?
Here's the current resting pod tile model in case you want to import and compare directly. (I haven't started applying the new textures yet so it's still using the old texture files.)
For comparison, here's what it looks like in the NWN toolset:

You mean it's 1% of the size it should have? The screenshots I posted were all at scale (1 ; 1 ; 1).
However, it's true that there's a x100 multiplier between skeletons and meshes for Expotron to export the animated models at scale 1 in game. Since placeables don't have a skeleton (it's the mesh itself that's used for that), yes, the mesh is scaled at 10,000% in 3ds max to be displayed at 100% in NWN2.
Anyway, based on the room, I resized as expected the resting pod and the door to 90% of their initial size. Here's how it looks like now:
Closed:

Opened:

During the animation:

Don't mind the black surroundings: I didn't want to modify tiles.2da, tilesets.2da, TexturesTileCeiling.2da, TexturesTileFloor.2da and TexturesTileWalls.2da when I could just add a line in placeables.2da! So the room is actually an environmental placeable in the above pictures.
By the way, the link should be the same, but here it is again just to be sure.
Perfect! Well, I still need to go through the tileset texturing, but I think this is going to work out very nicely. Thank you for doing this. ![]()
Mmm, I wonder what sort of placeables mind flayers would need?
I had a couple of issues with using the doors in the toolset. The single door has the triangular section slightly displaced to one side compared to the base. For the pod doors, only the black part appeared. Perhaps there's an problem with the surface normal vectors?
Sorry, I didn't check for the door. My bad, it's fixed now.
However, I tested the pod before, and it was good. I found out nevertheless that the Exploration and Strategy modes (which I never use) had issues with the model.
So I added an invisible floor (the cap was the only fixed part, so I took it as the reference for the animations. But it's behind the door, hence the display issues), so the reference point is at the center of the model and not behind it.
Note though that since it's a floor, you'll need to aim at the base of the doors to highlight them.
Anyway, here's the final version.
Mmm, I wonder what sort of placeables mind flayers would need?
Let's see...
They're usually lawful evil, highly intelligent and charismatic, and want power. In their society, the best way to get power is through plots, deception, and information. Living underground, they can see in the dark.
Well, based on this, I would think:
- cages for prisoners interrogation (even with psionic powers, they need to make sure they have extracted all the knowledge they could). And they certainly won't trust anybody to guard the cells.
- torture equipment maybe? Not for intelligence data, but for fun when the prisoners are no longer useful.
- they don't need lamps to see their way, but maybe they'd like their labs lit (I don't know, I suppose some of their higher ranking members would like to make experiments... Intelligence, knowledge, information, that leads to theories. What better than experimenting to test them [especially if their guinea pigs are the prisoners!]).
They use a lot of slaves so there would be furniture and light to allow these to function.
They do not value life other than their own but slaves don't come easily so they would care for basic needs.
Magic lab equipment perhaps?
PJ
The illithid place in the underdark in BG2 is full of experimentation and torture gear.
Brain vats, for illithid spawn. Vat for the elder brain. There is a drow buildings pack lamp that recolored from the red crystal would be good.
They would possibly have placeables of undetermined function. Their brains are so alien we don't comprehend what the objects are for.
Some ideas from the Lords of Madness sourcebook, which if you can find has an entire chapter on them:
"Mind flayers sometimes use brain canisters to store meals for long journeys,"
"Resonance stones play an important role in mind flayer society. Very few mind flayers do not own at least one, and many of them own several....There is no universal size or appearance for a resonance stone. They can be made from any mineral. Crystal, marble, quartz, and precious gems are the most common materials. In volume, they vary from the size of a pea (which would be worn on a ring or necklace beneath the clothes) to the size of a melon...Illithids use resonance stones casually as decorations." The resonance stone have AoE effects on intruders....
a description of a living chamber of an illithid:
"This dimly lit chamber contains a bed of soft moss, a variety of attractive artwork, a chair, a desk covered with writing material, several objects made of bone and skin best left unidentified, chests of clothing, and all the other trappings of an owner who appreciates creature comforts."
another chambers:
"This chamber is lined with shelves and tables. All are loaded with books, papers, beakers, skulls, and countless containers of unidentifi able exotica, including herbs, animal parts, stones of odd shapes and colors, broken glass, powders, ointments, and foul-smelling liquids."
also, there is an illithid hive prefab here: http://neverwinterva...a/illithid-hive
This week's sampler is a mishmash of parts:

At upper left is another small watercraft with a separate (tintable) sails placeable; around the table is a moray eel, bread paddle, starfish, and farmer's scythe; to the right is another cart plus a scarecrow. Last (and perhaps least) is a bookcase from the NWN Drow tileset that I attempted to refine a little. It's... not great, but it'll probably fit the drow tileset okay.
I'm still adding parts to the Tudor construction set (not shown).
The bread paddle will go nicely with the round loaf you did in the last set. Looking forward to having the boats too ![]()
PJ
I wouldn't worry too much about the bookcase, my arid pack includes five alternate texture versions of the stock bookcases, so people could change a single texture and get a "drow" bookcase set. I like that six pillar thing in the background.
They use a lot of slaves so there would be furniture and light to allow these to function.
Many of their slaves will be underdark races like grey dwarves, who will mostly have darkvision (as do illithids themselves). Perhaps some incidental light from phosphorescent fungi or glowing magical devices would be in order (for the benefit of players), but I'm not sure that illithids would deliberately create light sources.
I don't see illithids providing much in the way of furniture for their slaves either. A dingy cell with a pile of rotting rags or straw to sleep on is about as much as they could expect.
The slumbering coven placeables from MotB look both gruesome and other-worldly. They wouldn't look out of place in an illithid hive.
In the first C-S pack, has anybody experienced issues with the textures for the ship sails or the pottery collection? I had a report of a problem, but I haven't been able to reproduce it.
Never tried the ships yet but the pottery have been okay to date. I have not used them all in game but I have pulled them all to an area to check them out.
PJ
This week's crop, from left to right: another (tintable) bed model*; the NWN scrying font* (slightly modified); a crystal ball and rainbow trout on the table; a couple of versions of (my attempt at) a folding screen*; an alien/bug pod, and finally a cage built out of jail parts*.
*These are for possible use in a HotU port, among other things.
