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#226
Happycrow

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No kidding.  Compression articulation like a Milanese export harness would get you coverage, but only on one axis of motion.  You'd need.... (head explodes in an orgy of sliding rivets).

 

Would definitely like to see more illithids, though.  They're great baddies.



#227
kamal_

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Armoring the tentacles is easy. I already have an illithid with scale mail covered tentacles and a scale mail version of the gown the illithid wear. It looks appropriately menacing. Theres no body under that gown they wear, Iits part of the body model so it cant be removed.

I've also got various illithids without their chains that hang off them, without the giant collar, and with trimmed back shoulder pads/epaullets. I figured that would allow some kind of caste/function distinction. I'm working on some alternate looks for their clothing textures to add variety as well. They will be suitably "illithid" looking.

#228
4760

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Can someone fix the mindflayer model so it can hold a weapon properly? The point where they hold items is their wrist....

See here.


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#229
rjshae

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Something I wish we had more of for ambient atmosphere in settlements are children models... and maybe an ambient baby or two. The two human child picks with the raggedy clothing in the standard assortment are pretty limited, and scaling down adult models just doesn't work very well (IMO anyway). Is there a pack somewhere with more child models or maybe reskins? Or at least a few youth heads? Thanks. :)



#230
Tchos

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The Kitchen Boy has several new boy heads and non-rag clothes.  The module is set in a 19th or early 20th century boarding school, so the clothes are more modern school uniforms.


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#231
kamal_

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Arid ampitheaters plus retint versions of alarm gongs, altars, archery targets, armor racks, and art pedestals

New light texture in front, then showing tintmap, then stock in back. "Armor Rack 05" is spears instead of armor, I went by the placeable name. These are designed to allow builders a wider range of tinting options, maybe that evil altar was made out of bone for instance. For most uses they're all going to need at least some tinting. Some things weren't tintable before.

 

arid_38.jpg


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#232
kamal_

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Bar pieces, barrels (including the barrel04-06 that didn't have stock blueprints), barricades, beds, bedroll (unfurled). The rolled up bedrolls didn't need lighter versions made, they are tinted by default. As before, you're going to want to tint stuff for most uses.

 

Tintmap shown is red/green/white for visibility.

arid_39.jpg


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#233
Dann-J

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Something I wish we had more of for ambient atmosphere in settlements are children models... and maybe an ambient baby or two. The two human child picks with the raggedy clothing in the standard assortment are pretty limited, and scaling down adult models just doesn't work very well (IMO anyway). Is there a pack somewhere with more child models or maybe reskins? Or at least a few youth heads? Thanks. :)

 

Scaled-down gnomes might also pass for small human children. Their head proportions are about the same.


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#234
kamal_

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Benches, birdbath, bloodstains, booth seating, and cages. Since the cages weren't previously tintable, I copied the texture map to the tintmap. As a result they take all three tints over their surface (they are shown with the same red/green/white tintmap as the other things). Tintable blood means you can use other tints to handle blood for green blooded creatures for instance.

arid_40.jpg

 

The cages also have had their vegetation removed.

https://dl.dropboxus...ity/arid_41.jpg

 

 


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#235
Dann-J

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Dare I ask what those white stains on the ground are? :wacko:



#236
kamal_

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Now that you point it out I must insist that it is the blood of a deva. Or possibly the blood of a solar or creature from the positive energy plane. It is the BLOOD placeable!

#237
Dann-J

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Now that you point it out I must insist that it is the blood of a deva. Or possibly the blood of a solar or creature from the positive energy plane. It is the BLOOD placeable!

 

Perhaps it's actually a spilled milk placeable. No use crying over it then...


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#238
PJ156

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These are great Kamal_ they should replace all the tinting work to date as there is a lot of crossover now and there is no point in the work existing twice.

 

PJ



#239
kamal_

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Pj, if you wanted to use these tintmaps they would need to be renamed to whatever names the existing tintmaps are. A program like ReNamer will do batch renaming (I use ReNamer constantly for renaming to the name scheme I chose for these).

I've got thing better organized now, with folders for each group of objects and their associated textures. So their is a "benches" folder, an "alchemical items" folder, etc. Much easier to find things now than my jumble everything together folders I had before. Should make it easier for people to only use what they want instead of having to include everything just to get one item.

#240
kamal_

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I'd like to request arab inspired arms and clothing. With the Thieves of Halwa module, Salt, and at least one other campaign being able to take advantage. Specifically I'd like to request Bedouin style clothing.

#241
Eguintir Eligard

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Hey kamal two things. That first barrel shown in the pictures, was already tintable in game.

 

Also, can you tint map the treasure chests in game? So tired of looking at them I was going to model new ones.

 

Thanks!



#242
kamal_

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@EE , yes I'm doing tintmaps for things that were already tintable, just reusing the tintmap if it exists or changing it to allow stronger tints in cases where the tintmap was using alpha tranparency and so you couldnt strongly tint. I'm skipping some thing like bedrolls where the object is basically white already If you take away the tint.

Chests are part of the container grouping, so I'll get to those at some point provided mdbcloner doesnt have a problem with them (cant use gmax because it loses the skeleton of animated objects...). Since you asked about them I will put them on my plate to try sooner rather than later.

#243
Eguintir Eligard

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I just figured it would impact the most builders at once. Of all placeables the chest have been used in nearly every module ever made and many times over am I right

#244
Eguintir Eligard

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I can make curved swords pretty easy or any ethnic weapons if I have pictures. Clothing is altering a model body and a lot more work although I can do hoods pretty easily as helmets, like the desert head cover s

#245
kamal_

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I agree I am tired of looking at the same treasure chests over and over. I'll see about providing some texture choices as well.

#246
Eguintir Eligard

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I think I will build a chest or two as well. I need the practise before finishing the fatty. Submit any concepts you would like but hopefully something non specific and very widely use able

#247
Tchos

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I already made the chests tintable.  You can take them out of my module.



#248
kamal_

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Hey kamal two things. That first barrel shown in the pictures, was already tintable in game.

 

Also, can you tint map the treasure chests in game? So tired of looking at them I was going to model new ones.

 

Thanks!

One the right is the result of what happens when I try to set up new ones, things don't attach. I used MDBcloner on the two chest parts. Someone else who knows more about modelling will need to solve this.

2014_08_04_18_27_46_Obsidian_Neverwinter



#249
Dann-J

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In a lot of the animated placeables models I've seen, there's usually a single 'placeholder' MDB that somehow references the multiple parts. I wonder if chests work in the same way? Perhaps there's a third model that also needs to be cloned with the same new naming convention. Unless for chests, the non-animated part that doesn't need a skeleton is acting as the rigid 'placeholder'.

 

It might also be a skeleton issue. I notice looking through placeables.2DA that the chest skeletons seems to have the same name as the models. If you clone a pair of chest models (assuming there are only two), then perhaps you also need to make a renamed copy of the original skeleton? I wouldn't imagine this to be the case though, as you can clone creatures easily enough and they still use the old skeletons.



#250
kamal_

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In a lot of the animated placeables models I've seen, there's usually a single 'placeholder' MDB that somehow references the multiple parts. I wonder if chests work in the same way? Perhaps there's a third model that also needs to be cloned with the same new naming convention. Unless for chests, the non-animated part that doesn't need a skeleton is acting as the rigid 'placeholder'.

 

It might also be a skeleton issue. I notice looking through placeables.2DA that the chest skeletons seems to have the same name as the models. If you clone a pair of chest models (assuming there are only two), then perhaps you also need to make a renamed copy of the original skeleton? I wouldn't imagine this to be the case though, as you can clone creatures easily enough and they still use the old skeletons.

I tried by copying the placeable lines and trying with both the original skeleton and a skeleton name matching my renamed placeable. fwiw, the windmill, where the blades of the mill are a separate piece, did exactly the same thing.