I like!
And it kinda looks like Po-po's banging away one some orcly divine big drums
Orcish war drums would be a cool addition. ![]()

I like!
And it kinda looks like Po-po's banging away one some orcly divine big drums
Orcish war drums would be a cool addition. ![]()

Two new heads made from free models at opengameart.org:
http://opengameart.o...nt/ogre-lowpoly
http://opengameart.o...nt/monster-face

<not at all...>
Not perfect, but the activated/deactivated anims are coming along:


(Ignore the lensflare :-P Only way I know to get rid of it is hand editing and I'm gonna wait to do that until the model's done)
(@ MDA: There's an idea :-) How about a checkbox in NWMax+ to enable light flares with it disabled by default?)
<...afraid of the dark>
How about some orc portraits? (The right most two in the middle row not included.... can't remember if those were ones I made into nwn sized portraits or ones that got thrown into my project folder on accident)
Got a pair of orc head models, an axe, and some other minor bits, but not sure if I'll have them done in time given my training schedule this month
I'd love to include these in a future Q update - any objections?
Two new heads made from free models at opengameart.org:
http://opengameart.o...nt/ogre-lowpoly
http://opengameart.o...nt/monster-face
Dammit Shemsu-Heru, how am I supposed to decide my collection of head sis complete and work on compiling it down to one module, when you keep insisting on being awesome in public? What is the matter with you?!
Um... please don't stop.
Dammit Shemsu-Heru, how am I supposed to decide my collection of head sis complete and work on compiling it down to one module, when you keep insisting on being awesome in public? What is the matter with you?!
Um... please don't stop.
Hak. One hak. Geez...
I'd love to include these in a future Q update - any objections?
No objections
I'd be honored.
<the mysterious case...>
I'm having some fun with destruction, as H says :-)
I've been working on the damage and die anims for Moma. Spent a good amount of time getting this really awesome, ponderous collapse going with her head tumbling and spinning and this bright flash of light and billows of smoke all lasting 6 seconds (360 frames)... Looks great :-) In Max :-(
The damn placeable starts fading as soon as it's destroyed, which means the anims are only visible for about a second (30 frames)!

An interesting tidbit I got out of this is that if I give the idol inventory (2 ruby eyes ;-) and start with it in the "Destroyed" state, I get the end result of the die anim properly, but the placeable, now acting as a container, shifts to "on" anim (glowing brazier, pulsing light and smoke) when open and to "off" anim (ashes and no smoke) when closed. I hadn't realized Open and closed map to a placeables On and Off :-P Learn something new everyday ;-)

So. Anyone know how to stop a placeable from fading during the die anim?
<...of the vanishing idol>
Script around the fading? Have the on-death event spawn in a new placeable at the location, play its animation, then remove it.
Or, maybe have the on-damaged even track the placables hp, when it gets down to 1, clear the PC's action queue, play the animation, then remove.
Or, does the 'setisdestroyable' function work on placeables, or just creature objects?
<feeling very...>
@ MannyJ: I'd rather not resort to external scripted functions if I could help it. But I';; leave the solution for now as I need to finish these by Friday :-P
Planned:

<...blue>
<charging...>
...and all the paint in deactivated state (50% alpha, low-self-illum).

Next up: animating Po-po's Thundersticks! =)
<...up>
<bangin' on the bongos...>
Ok, final semi-final on the "on" or activated state:

<...like a storm god>
Nailed some elf ears to a wooden shield today. The elves are not happy about that, but the orcs think it's an improvement.


Nothing too impressive so far, but we'll see where the last days of the month take me. I tend to get inspired just before I make a hak update and always try to cram in just a little bit more (and I've got one coming up, so the brain cells is workin').
Ive not forgotten this challenge. Was just bit busy, but I dedicated last hour to my proclaimed project with totem scripting support.

This is how I did it:
1) choosed a placeable, put it to the appearance.2da file
2) created a blueprint using this appearance, set its properties such as construct race/skin/class/unmovable
3) added aura special abilities to it - it wont be able to use anything else, and currently only vanilla default auras are allowed (unless I solve the talent issue there)
4) set specific OnSpawn script, other events are empty
Then ingame it starts putting auras on it. By default it puts one aura each six seconds, but if you set a variable INSTANT = 1 or your game will have very difficult difficulty, then all auras a totem possess will be activated instantly in the same fashion.
Unfortunately, the vanilla auras doesn't fit very much for this concept because of a short range. A custom auras with wider circle or without circle but with some visual ground effects will work nicely though.
Still working on the talent issue to enable custom content auras without need to modify script. ETA: tomorrow
<smoke...>
First pass on the Screaming Spirit Smoke/Vortex(Up & out / In & down) placeable (Yeah, it's animated ;-)

Edit: Now with new *creamier* texture!

And in the dark (old texture)

Off sucks into the brazier, On blows up and out. ;-)
And, yeah, I'll be a couple days late if I want to get this right :-P
<...if you gottem>
Totem script is done and allowing usage of custom aura spells. Files sent to TAD.
<ribbing...>
Still have a couple tweaks on the Spirit Smoke (on2off & off2on are weird).
Need to add damage & die anims to the Rib cage:
Off:

On:

<...people>