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#1
CaveGnome

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//  Copy of discussions from the old Bioware group //

 

 

-> CaveGnome Posted at 08:17 AM on 2014-01-11

This group is awfully calm lately so. Let's talk about... SpellJammer projects!!! It doesn't matter in what advancement state are currently your creations. What sort of things (big or small) are you working on ?

As the new topic initiator, i will start the ball rolling :-)

- i am learning to use Gmax and some other custom content creation programs (Clean textures, Audacity...).

- Learning to do skyboxes. I intend to make at least one phlogiston and one starry night hemispheric skydomes. The phlogiston skybox i submitted is just second gen tubular and i keep improving ;-)

- Working on the incomplete Spaceships hulls. I got a better Eel model with a decent hull made but, i am not happy with the texture. I will try to cut my teeth on basic texture modeling but first must master DDS texture uncompress...

- Working on a sort of Spelljammer module prototype, loosely based on the Arcane Space 1.0 demo (the old one). This will incorporate a Phlogiston trip, some sort of land spaceport, a system to board/disembark SJ vessels and an Arcane shop.

- Would like to overhaul the awfull "canon" model and make some convincing mooring posts models, and, and, a beautiful useable "boarding plank"....

Thats all for now...

CG

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-> CaveGnome Posted at 06:50 AM on 2014-01-23

CG WIP 2

One of my SJ wish entry was recently granted by TheOneBlackRider: the "invisible placeable ramp".

I have been using it to let creature SJ ships take off and start climbing in altitude before desapearing to the next (atmosphere) area.

And it works beautifully... I am currently investigating how i can make a landing effect with this. Therefore i suggest we include this placeable in a future SpellJammer ArcaneSpace pack.

http://neverwinterva...-block-tile-wok

 

//  END END END END //

// Copy of discussions from old Bioware group. 2 / 2 Comments //
// END END END END //

 

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CG WIP 3

 

A bit of news... Done some work on the skyboxes. We will have soon five new Spelljammer skyboxes to toy with. They use a cylindric model that gives a better space effect whithout the visible corner problem of the boxy skyboxes ;-) These are: Amosphere,  Asteroids, Simple Stars, Phlogiston (a better one), Dimension Z and i am working on a Crab Nebula to pair with the nebula feature from the Wildspace tileset.

 

And you know what? I made all the associated loadscreens...

 

CG



#2
CaveGnome

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CG WIP4

 

Nebula skybox operational... Will try to post pics soon, if i figure how to do it with this new interface.

 

If someone can mod the Wildspace Nebula terrain feature to something more transparent this would be a great thing. Seeing the skybox scenic art thru the nebula pink blocks is pretty neat but you need to be very close. Aren't they suposed to be more stellar mist than blocky pink glass simili-cubes ?

 

And, yes. To reply to a question nobody asked, this is based on the real famous Crab nebula, remixed from a beautiful Nasa picture :-)

 



#3
CaveGnome

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CG WIP 5

 

Bad news lately... I crashed my main nwn work computer :-(

This was not a total loss, as i posess multiple data backups. I am reinstalling all stuff anew. The repair process will take some time and create delays with my various Nwn works. Sorry for that.

 

Before crash, i was working on 2 new SJ skyboxes:

- Cristal sphere floating (approching sphere wall from Phlogiston).

- Gate to Phlogiston (approaching sphere wall from sphere interior).

 

If someone knows of cristal sphere themed pictures, it would be helpful as documentation on the theme is scarce. For now, going the "gigantic black shining ceramic irregular composite sphere" road.

 

 

Best regards...

 

 

PS: Would love feedback on the "7 skyboxes" package ;-)



#4
CaveGnome

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CG WIP 6

 

Just updated my Spelljammer Skyboxes to new v.03...

 

Improved some old skyboxes and added two new ones: "Approaching a Cristal sphere from Phlogiston" and "Approaching Cristal sphere wall from interior" (from Wildspace). Now, we have a complete set to depict all classic locations: atmosphere, asteroids, void, phlogiston and approach or leave a Cristal sphere. Each high rez Cylindric (panoramic effect) skybox comes with assorted themed loadscreen.

 

To use these you need the CCC september 2013 Arcane Space as this package upgrades the "sj_tileset.hak". It's not a standalone hack, but could be made independant easily if you choose so.

 

You can find 'em on the fantastic Neverwinter vault here:

 

http://neverwinterva...indric-skyboxes

 

 

 

A bit more news...

 

Working slowly on a Spelljammer module named "Alabaster throne". This module will use the Hammership Tileset, and another tileset to create Spelljammer ships interiors (still searching something useable, any ideas ?). Also, i need to find or make a convincing sloop (light ship without cabin, rigged with Marconi sail) placeable. All Nwn1 boats i was able to find on the vault were too big or too ugly. I will try my hands at GMax as a last resort solution. If you know of some ship like i need, please tell me... This would greatly reduce future GMax headaches ;-)

 

CG



#5
CaveGnome

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CG WIP 7

 

 

I just made what i needed for part of Alabaster Throne: a new Spelljammer Wood Interior Tileset !!!

 

<Tinkering gnome with grinding smile rubs hands happily>

 

 

This work is based on TormentedBloods Oriental Wood interior but heavily modified and with minimaps.

 

Here it is

 

-->

http://neverwinterva...nterior-tileset

-->

 

 

 

There are probably some bugs because this is my first try making tilesets, but its a functional hak.

 

I have a lot of ideas for future improvements of this set and intend to continue expanding it.

 

 

 

Please, let me know what you think of it.

 

 

 

CG



#6
CaveGnome

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CG WIP 8

 

 

 

SpellJammer Wood Interior Tileset v.07 uploaded !

 

 

- New custom tiles count: 8

- New porthole look.

- Improved Command Deck

- Better minimaps

- Textures corrected (2X1 bedroom, etc.)

 

 

-->

http://neverwinterva...nterior-tileset

-->

 

Current goal is first, making some Loadscreens for SJWI tileset.

 

 

Other works in progress...

 

1) Canon / Arbalester gunports.

 

2) New corridor tiles with compact stairs to add to the Floor2 options.

 

But at a low priority level. I consider current tileset state good enough and thus return to my main target: Alabaster Throne module work.

 

 

Cheers!

 

 

CG



#7
CaveGnome

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CG WIP 9

 

 

Working on various things:

 

 

Placeables

- a new beautiful white throne

- a furnace (i am having some problems with flame animations. oh well...)

 

 

SJ interior Tileset

- Adding new tiles to the corridor sections: porthole on the right wall, porthole on the left wall. These are useful if you want to fully surround room(s) with corridor and have an external hull wall effect. I moded these portholes. No more inclination, a more realistic height and a thiner frame.

- stairs in the corridor sections. Currently sweating on walkmeshes. My target are a simple climbing and descending section with a transparent transition effect and a door slot at the end of the stairs.

- Collected documentation on Gunports and putting it to good use... I have a crude closed model, but i am not happy with it.

 

 

Alabaster Throne

- remaking some areas with the last interior tileset iteration.

- doing loading area screens (to be included with next SJ interior tileset version).

- playing with red rescue boats.

 

 

CG



#8
CaveGnome

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CG WIP 10

News, fresh from CaveGnome's cristal spheroid...

Was a little disturbed by real life woes lately but i managed to do some work. Current target is getting all custom content assets needed for Alabaster Throne, so i focused on the task, but got a little distracted "en route" :-)



New placeables:
*********************
- big anchor with chain lying on the floor.
- Standing big anchor with rope going to the surface.
- moded red lifeboat placeable.


Cylindrical spelljammer skyboxes:
*******************************************
- Added a new "Low Orbital" Skybox with his loadscreen and i want to improve some other bits in the package.


Spelljammer Interior Tileset:
***********************************
- Added 2 new tiles with gunports. Gunport open and
gunport closed (when open you can see the sky throu).
- Various improvements.


TSJ Hammership Tileset:
*******************************
This great work was made by RabidGoalie (if someone knows where to message/mail him, i would like to contact him). I will use this tileset in the game and have been moding it to suit my needs.

What is done so far ?
- Added missing minimaps.
- Added loadscreen set.
- Deleted in all the tiles the "pixeled space floor" meshes... This is an important point because seeing something like a grass terrain 20 meters below removes the flying illusion. Now your favorite Hammership can cruise the void, clouds or whatever without a big ground square following just below.
- Tilefade is fully functionnal.
- corrected some meshes issues.
- Improved RescueBoat. Another big point. A functional Lifeboat is of the utmost importance for Alabaster Throne. Now the lifeboat is a little less ugly (hull moded) and the walkmesh is 100% ok (no more holes that project you running in empty space 100 feet below) and as a bonus you have a rear platform to bolt your favourite helm.
- moded and repaired some floating wreckage.
- New floating wreckage tile (with walkmesh!). Good to hide a stranded Illithid or some chest goodness.
- Moded "outboard metal hammer hanging parts" to have functionnal walkmeshes. This is a little tedious and is not completely done, but if all goes well, we will be able to walk/dance/fight on these previously forbbiden areas.


No pictures for now, sorry... but i will post some in the days to come.


Ad astra...

CG

#9
CaveGnome

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CG WIP 11

Hello fellow Nwn SJ fans... Here is a bit of news.

 

 

I got a new job ! (less time to tinker but that's for the better, as famished gnomes are not that productive. no sir...).

- Hammership tileset MK2 is near ready. It was very time-consuming but it will be worth it when used with Alabaster Throne. I added a new invisible high rise tile whose purpose is to place flying-like creatures in free space. Very handy with void floating placeables too. This tile includes a "building" alternate texture (override folder) used to uncloak when building the area.

- Improved asteroid5 placeable for the SJ Arcane Space pack: I like the original (wizard tower build upon an asteroid) but it had various issues. I moded it and now the thing is reincarnate as a lighthouse !

 

- Illithid series helm. This is a work in progress. The squishy cephalopod throne includes a system to link multiple helms to boost the space mindflayer power and of course a protective spiked shell with metallo-organic tentacles !!!

 

That's all for now

CG



#10
Tarot Redhand

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Suggestion. Put that build-time texture in a build-time hak - this felines getting long in the whiskers and just finds it easier to remember to remove a hak from the list than to use the override folder (and I've been around long enough for the whole override folder is evil thing).

 

TR



#11
CaveGnome

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@Tarot RedHand

Good suggestion... Will try to do that. At a minimum, i will do a detailled Readme/Howto. I know how forgotten items in the Override can mess with other modules, but IMHO still the easy way to achieve a temporary texture change, and besides, this is only relevant to this tileset, so no border effects expected.

 

 

PS: Got a few rest days, so Hamership Tileset MK2 will probably launch next week. Added one or two things more (floating chest tile... :) ).

 

 

 

Your, friendly spelljamming (Asteroid)Cave Gnome