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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs


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#26
PLUSH HYENA of DOOM

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This new BSN (or whatever thing it's calling itself now) doesn't apparently give me any ability to do anything with screenshots and, as I have no personal Internet access of my own and have to do everything via the system of someone who turns a strange hue, gibbers and suggests that the apocalypse is nigh any time I even make oblique references to setting up Dropbox or anything, I might just as well not be here.

Not that I am here, here being an electronic whassname lurking in quintessential non-being in cyberspace.

 

BUT - doubtless to the dribbling ire of a certain putrid little Spleen who's been doing his pathetic, spiteful best to make me leave the Community - I have decided instead to DESCRIBE VERBALLY the rubbish Hyena submission to this month's CCC.

This is quite easy, as it's very simple. PHoD Sarcophagi.

 

Based on the old BioWare (plc_b10) Sarcophagus, mine are exactly the same only I've given them a new, grotty, lichen-covered stone texture. Oh, and they're inhabited. There's a single closed Placeable, a single one that's open with skeleton lying inside, lid tilted off and a Placeable of a great big pile of them at assorted angles with assorted skeletons in them, or, in some cases, falling out a bit. Interestingly, when I actually put the Sarcophagus and Skeleton models together in gmax it was immediately apparent that the skeleton did not fit inside! So I had to rescale the sarcophagi a tad in order to accommodate the dead gits...

 

I've got very little time this month, so this is probably all I'll be doing. If you REALLY need to SEE them, ask Amethyst Dragon very nicely to post the screenshot which is in the folder along with the Placeables which I'm going to e-mail right now, just in case, as is quite possible, I have to dash off again, being involved in volunteer work on a tagging program for Sharks which involves Fifi and I throwing ourselves into not at all warm water to irritate Sharks with radio transmitters and stuff. Oddly, we're the only ones who actually want to do this. And thus I'm nowhere near this computer. If I do have time, I may expand the range of Sarcophagi a bit.



#27
Shadooow

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buttons.jpg

Perfect. Even if they wouldnt be pushable its a great addition.

 

Now what about the trap control device with open animation? :rolleyes: I couldnt find any image so maybe im using wrong words for this so in that case what I mean is a small hidden box on a wall that might be locked and must be opened first before rogue can attempt to disarm the trap mechanism.



#28
Tiberius_Morguhn

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Sorry for the confusion ... just to be clear the levers and the buttons are *already* in the More TNO Placeables hak.  So...this is not a submission for the CC for the month.  Sorry for the hijack. 

 

FesterPot - I have used the buttons on other placeables without issue.  Let me try them on the wall just to make sure.

 

 

EDIT:  Update...just tried using the buttons from the screenshot I provided.  They work fine in the walls.  PC can acess them even when stacked like I show. 



#29
Shadooow

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This time I will join the challenge. What Im working on is a raised terrain in a dungeon/crypt tileset and raised crossers. See image.

 

raiseddungeon.jpg

 

This is based on the Sen's Mines and Caves and works the same way, the grid is fadable and afaik is not showed ingame at all only in toolset where you can toggle it via the tile fading.


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#30
YeoldeFog

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Hurray for the raised crypts! I will use it as soon as it's finished. Working on a crypt at the moment! :)



#31
The Amethyst Dragon

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PHoD's Sarcophagi:

 

01_pho10.jpg


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#32
NWN_baba yaga

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@PHOD

 

I have a hard time not just focusing on your wicked bombshells you place in the middle of your screens... ;)



#33
Tiberius_Morguhn

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Working on a skeleton replacer for this months contest.  I love the ProjectQ skeleton by six and started with it as a base (that model has 1100 polys).  Below is the reworked model (~5600 polys) that has had the legs, feet and forearms redone along with texture replacements.  Bioware skeleton for reference.

 

skeleton3.jpg

 

 

EDIT:  An alternative texture....

 

skeleton4.jpg


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#34
gutwrench66kg

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whoa.. an actual radius, ulna, tibia, and fibula? Real feet?!  This Rehabilitative specialist gives it 2 thumbs up!



#35
PLUSH HYENA of DOOM

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baba_yaga - It's not my fault, she places herself!


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#36
Shadooow

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Raised crypt is finished. DOWNLOAD in my google drive folder (raised_crypt.zip)

Example image:

raisedcrypt.jpg

 

Notes: this work currently consist of 8 extra tiles (3 raised corridor tiles, 4 tiles for the raised wall and one new edge tile). So far only corridor is possible to be painted on the sloping terrain as I don't think it would looked well if there would be anything else such as corridor-end tile (got some ideas how to improve this, but I guess nothing I could finish this month, but maybe later). Models are not compiled neither put into hak yet - the zip is basically copy of my working folder. This addition is made on vanilla crypt version, if you use the diagonal walls you need to merge it (Possibly I can do the diagonall walls version if you wish). And as I said already, toggle Fade geometry in the toolset to get rid of the grid - its purpose is only to help to build the raised terrain, its not visible in game (texture comes from Sen's Mines and Caves tileset but its included within files so it works standalone).

 

Im still working on the raised dungeon, not sure if its even in the scope of this challenge, if not I will release it standalone.

 

I playtested it very thoroughly, but if you find any issues let me know.


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#37
3RavensMore

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Looks awesome Shadoow!   It's amazing with a bit of elevation can do -- it adds a whole new dimension!  Okay -- you can smack me for the pun.  Diagonal walls?  That would be just perfect!  :)



#38
Shadooow

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Looks awesome Shadoow!   It's amazing with a bit of elevation can do -- it adds a whole new dimension!  Okay -- you can smack me for the pun.  Diagonal walls?  That would be just perfect!  :)

Just to be clear, diagonal walls are already existing and afaik the only existing addition (not counting ceilings) to the vanilla crypt tileset. This addition has unfortunately some side issues such as visibility on the other side as a result of engine limitation but overally its great addition and this problem has only one or two tiles.

 

What I proposed was that I could make a version that includes this addition (which now conflict with my version as it uses the same tile IDs). Also, I could probably make a version with ceiling (did Zwerkules made a ceilings for crypt? if not I remember that there are ceiling in nwncq).



#39
Fester Pot

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I'd love to see a raised city tileset, where the buildings follow the elevation of the street.

 

Regardless, looks nice there Shadooow! :)

 

FP!



#40
shadguy

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Im still working on the raised dungeon, not sure if its even in the scope of this challenge, if not I will release it standalone.

 

I don't know if this overlaps with what you have in mind, or if it is an orthogonal effort, but Acropole did add some raise/lower features to the BW dungeon tileset a while back:

 

http://nwvault.ign.c....Detail&id=6635

 

-shadguy


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#41
Shadooow

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I don't know if this overlaps with what you have in mind, or if it is an orthogonal effort, but Acropole did add some raise/lower features to the BW dungeon tileset a while back:

 

http://nwvault.ign.c....Detail&id=6635

 

-shadguy

Yup, I am aware of this hak. But it doesn't overlap with what Im doing, this is completely different approach with different usage.

 

I'd love to see a raised city tileset, where the buildings follow the elevation of the street.

 

Regardless, looks nice there Shadooow! :)

 

FP!

 

I will try to do it there too with alley crosser perhaps, but I dont realy think it will look very well, Im raising the tiles too high I think and they are sloped in almost or exactly 45° which might on big buildings looks weird. I am not a modeller, all I do is a Z position change to the existing models and if it turns out too sloping, I am not able to edit it, polish it and make it more seamless. Thats unfortunately above my skills.



#42
The Mad Poet

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Raised crypt is finished. DOWNLOAD in my google drive folder (raised_crypt.zip)

Example image:

 

 

Notes: this work currently consist of 8 extra tiles (3 raised corridor tiles, 4 tiles for the raised wall and one new edge tile). So far only corridor is possible to be painted on the sloping terrain as I don't think it would looked well if there would be anything else such as corridor-end tile (got some ideas how to improve this, but I guess nothing I could finish this month, but maybe later). Models are not compiled neither put into hak yet - the zip is basically copy of my working folder. This addition is made on vanilla crypt version, if you use the diagonal walls you need to merge it (Possibly I can do the diagonall walls version if you wish). And as I said already, toggle Fade geometry in the toolset to get rid of the grid - its purpose is only to help to build the raised terrain, its not visible in game (texture comes from Sen's Mines and Caves tileset but its included within files so it works standalone).

 

Im still working on the raised dungeon, not sure if its even in the scope of this challenge, if not I will release it standalone.

 

I playtested it very thoroughly, but if you find any issues let me know.

 

I'm sorry, strange and possibly stupid question, does this hak override or create a new crypt tileset?



#43
Shadooow

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technically neither :D its addition for vanilla tileset as it doesnt override anything - it doesnt make a new tileset in a tileset list though and neither I plan this, if from some reason you want to do that you have to do it on your own, I think this is a bad practice in general



#44
Proleric

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Minor problem with the Flying Fiery Serpent. The large size is fine, but now I'm trying to convert Maleioch's medium and small models. The wings are attached to the wing node in the toolset, so I'm using WING_TAIL_SCALE in appearance.2da to make the wings smaller, in proportion to the model. The wings themselves are fine, but the glow VFX does not scale. In the following screenshot, you can just make out the tiny wings, surrounded by the massive glow of the full size phantom "wings":

tiny_serpent.jpg

Setting TARGETABLE=0 has no effect. Any thoughts on how to fix this?

#45
Zarathustra217

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I'm afraid there's no way to circumvent that, at least as far as I'm aware. The same occurs when using invisible creature appearances to scale creatures. In your case, it might be worthwhile to create a new version of the wings model that are scaled down - or just make the wings a part of the model.



#46
Proleric

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I'm afraid there's no way to circumvent that, at least as far as I'm aware. The same occurs when using invisible creature appearances to scale creatures. In your case, it might be worthwhile to create a new version of the wings model that are scaled down - or just make the wings a part of the model.


That being the case, I'll just publish the smaller models as "flying serpents" without the VFX, as they still look creepy that way. There will be four versions of the larger "fiery" one.

#47
Proleric

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fiery_serpent.jpg

On second thoughts, the smaller serpents look pretty good with an inferno effect, so I'll use that. The vfx is configurable, and can be switched off.
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#48
Shadooow

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Raised crypt is finished.

 

....

 

And as I said already, toggle Fade geometry in the toolset to get rid of the grid - its purpose is only to help to build the raised terrain, its not visible in game (texture comes from Sen's Mines and Caves tileset but its included within files so it works standalone).

Okay, I found out the grid is visible under certain environment settings so I invented a new and (hopefully) better way to do this. Im abusing a bug/feature of the tiledefault animation where this animation is rendered in toolset but, afaik, not ingame. However, this means there is no longer any way to get rid of the grid in toolset. But, well is it really needed?

 

LINK for hak containing compiled models

 

if you somehow find the grid visible ingame let me know.



#49
Proleric

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Nest of Vipers is looking a bit less shabby now...



Despite the name, you can actually spawn a writhing mob of any creatures you fancy. I've written it so that almost any event (enter trigger, open coffin, bash door, attack mob...) can easily be configured to make the mob hostile to the offending player. There's no limit on the numbers of creatures, creature templates per nest, nests per area, or nests going hostile on an event.

Obviously, this is similar to an Encounter in many ways, but I prefer to script my own, and here the point is to make the monsters look interesting for as long as possible before combat.

My laptop starts to stagger at 50-100 creatures, but I expect it would be safer to use smaller numbers.
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#50
Zarathustra217

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Skulls!

 

more_bones_zpsef8407ae.jpg


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