Custom Content Challenge: February 2014: Gothic
#26
Posté 03 février 2014 - 10:00
@TAD re your horseman. Is it possible to use torso aligned vfx to have a top hat floating as though on a head that isn't there?
@Proleric1 I like your pictures too. The pose of the central guy in the shiny armour reminds me of the painting in ghost busters 2.
TR
#27
Posté 03 février 2014 - 12:41
#28
Posté 03 février 2014 - 01:26
#29
Posté 03 février 2014 - 01:49
#30
Posté 03 février 2014 - 02:26
Yes.Tarot Redhand wrote...
@TAD re your horseman. Is it possible to use torso aligned vfx to have a top hat floating as though on a head that isn't there?
#31
Posté 03 février 2014 - 03:11
#32
Posté 03 février 2014 - 04:31
http://nwvault.ign.c...s.Detail&id=648
The few statues I've been able to find that kind of suit the feel I use. Old grave statuary, or gargoyle statues (not monsters) of different designs.
I also think maybe retexturing some of the default NWN window placeables with stained glass, or just new stained glass windows, would be awesome.



Modifié par The Mad Poet, 03 février 2014 - 04:32 .
#33
Posté 03 février 2014 - 11:22
Shemsu-Heru wrote...
What about of a city tileset, based on a Gothic Venice?
As an idea for that, a possible expansion and reskin of Zwerkules Roman city?
#34
Posté 03 février 2014 - 11:33
#35
Posté 04 février 2014 - 01:49
TR
#36
Posté 04 février 2014 - 02:33
It is a three part city (gates, docks, and castle district) using Kelbalfs Gothic City. It may take some time as it is incompaitale with current 1.69, and may hold off if i want to add more to it (npcs, interiors, etc).
Also, more pictures to come
http://rs1350.pbsrc....00?t=1391473378
http://rs1350.pbsrc....00?t=1391473328
http://rs1350.pbsrc....00?t=1391473331
Modifié par oOKyeOo, 04 février 2014 - 02:36 .
#37
Posté 04 février 2014 - 12:37

If anyone is still wondering, the image sources will be identified in the download documentation.
#38
Posté 04 février 2014 - 12:48
The CEP has torches in the form of a skull and a jack-o-lantern, which might be a place to start.
I probably won't have time to do this myself.
EDIT : a very brief example of what we did for Dragon Age at 1:07 in this video by Beerfish.
Modifié par Proleric1, 04 février 2014 - 01:57 .
#39
Posté 04 février 2014 - 01:50
#40
Posté 04 février 2014 - 04:10
But a spine whip is scary nonetheless, and cool.
And flaming jack-o-lanterns that can be used as throwing weapons would be amazingly fun.
#41
Posté 04 février 2014 - 07:56
#42
Posté 04 février 2014 - 09:06
#43
Posté 05 février 2014 - 05:22
Rapid Movement

See video
Two independent contributions. The witch's broomstick behaves exactly like a 1.69 horse. Rapid Movement allows a creature to fly (or run) much faster than the OC, working around the cap on scripted movement speed increase.
Strictly speaking, I suppose Rapid Movement isn't Gothic, but it's used to achieve the effect in the video, so I might as well publish it here.
Thanks to Zwerkules and Shadooow for the ideas.
Modifié par Proleric1, 05 février 2014 - 05:35 .
#44
Posté 06 février 2014 - 10:12
edit: You could use a hay/ thatch texture for the broom
Modifié par NWN_baba yaga, 06 février 2014 - 10:14 .
#45
Posté 07 février 2014 - 08:18
NWN_baba yaga wrote...
cool witchy witch:). What head is that in your post 3 days ago Proleric1?
If you mean this:

Jade's head is Bioware 010 in all of the screenshots, but in this one she is also wearing CEP robe 169 (061 in the toolset, if I haven't screwed up the numbering in my hak), which includes the matching headdress. The kiseru (samurai pipe) is from Shemsu-Heru's holdables (CCC July 2012).
Incidentally, the witch head is from Carcerian's PC Monster Heads (CCC July 2012). I imagine it's based on the Bioware medusa (I prefer the version in your Improved Creatures, by the way).
Good idea. The broomstick is adapted from the CEP placeable, but I agree it could use a facelift.NWN_baba yaga wrote...
edit: You could use a hay/ thatch texture for the broomwould look improved.
Modifié par Proleric1, 07 février 2014 - 08:25 .
#46
Posté 07 février 2014 - 05:29
Proleric1 wrote...
Good idea. The broomstick is adapted from the CEP placeable, but I agree it could use a facelift.NWN_baba yaga wrote...
edit: You could use a hay/ thatch texture for the broomwould look improved.
Correction - the broomstick is already using the hay texture tin01_hey2, but it's stretched beyond recognition. I don't have the skill to fix it, unless anyone would like to volunteer to reskin the original CEP model, zlc_o60.
Modifié par Proleric1, 07 février 2014 - 05:30 .
#47
Posté 07 février 2014 - 08:32
If you would like, I can offer a broom up I was working on, on part of an animated object set (that remains unfinished). Here's a shot of it:Proleric1 wrote...
Proleric1 wrote...
Good idea. The broomstick is adapted from the CEP placeable, but I agree it could use a facelift.NWN_baba yaga wrote...
edit: You could use a hay/ thatch texture for the broomwould look improved.
Correction - the broomstick is already using the hay texture tin01_hey2, but it's stretched beyond recognition. I don't have the skill to fix it, unless anyone would like to volunteer to reskin the original CEP model, zlc_o60.

Just let me know what you think, and if you like I can get the files on over to you. Also if you like it, let me know perhaps in a private message, what file format would be best.
#48
Posté 07 février 2014 - 08:45
#49
Posté 07 février 2014 - 08:51
I have had the animated objects on hold for a little while, just figure it may be of use to somebody. A less stretchy texture for starters.
#50
Posté 07 février 2014 - 09:09





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