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#376
Dann-J

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Can someone make me working copies of the ghast head and the erinyes head? mdbcloner produced results leading to the null_human problem (where the body goes all wonky). I want to make some reskins of these creatures.

 

There are quite a few head models that are reluctant to clone properly as new variants (gnolls, vampires, hag spawns). Strangely enough, if you clone the non-working heads back to their original file names they start working again. Perhaps the skeleton reference in the MDB header changes to match the file name for some head models?



#377
4760

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Here are numbers 02 and 03 (meaning the new texture will also be available for the base model if head number 2 or 3 is selected).


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#378
rjshae

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I was thinking about what it would take to create a Smoke Paraelemental. It seems like the type of creature that the NWN2 special effects are ideal for creating. One site describes it thus:

 

"A pillar of thick, black smoke with red hot cinders for eyes. They have two massive arms with tenebrous, sickle-shaped arms that swipe at its foes."

 

The form should mainly consist of smoke emitters with an incorporeal body and glowing red eyes. If the smoke is sufficiently dense, then the actual body form won't matter that much. Possibly I could just use an earth elemental for the creature form, then make it transparent and attach thick smoke emitters at various joints that trail behind with movement. It would need some special abilities too, like a heat attack and a choking cloud special attack.

 

What do you think? Do-able? Or possibly too graphics intensive because of the smoke emitters?



#379
Nagual

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Was thinking on using a body with smoke texture and transparency map, with one smoke effect around envelopping all may be it would be enought.

I don t think you can make texture move on npc like on waterfall plc ?



#380
rjshae

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Was thinking on using a body with smoke texture and transparency map, with one smoke effect around envelopping all may be it would be enought.

I don t think you can make texture move on npc like on waterfall plc ?

 

I believe you can: that's how the water elemental works. You just have to make sure the UV map is oriented so as to allow UV scrolling.



#381
MouseHopper

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Please forgive my ignorance here.  I was a Neverwinter Nights player a long time ago, and it was my favorite game forever.  However, I have not played it in years.  I just discovered this thread and don't really even understand it.  When I was playing the game it was not even really being modded.  Am I to understand that now all of these wonderful creatures and mods are available for this game???  I have noticed that Neverwinter Nights is on Nexus, but have not even looked at it.  Maybe I should give it a try??  Could someone on here please give me some guidance regarding mods that are available and where I could start if I want to play this wonderful game again? 

 

Once again, please forgive me for my utter lack of information in this regard.  I've been playing the Dragon Age games and Skyrim for the past several years, and have not kept up.



#382
Happycrow

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Hi MouseHopper!

 

Okay, what you've got here is a Custom Content forum. What we're doing here is making the tools and parts which are then used in the game's toolset to make new creatures.  That means that if you're playing nwn2, *and* you're also playing a new module, or else on an online Persistent World, a lot of these things would indeed be around (and, in fact, compared to the original new game there's an embarrassment of riches-- the only thing holding nwn2 from being modded six ways to sunday is that nobody has the hardcode, because years after release, there's still not a game on the market that satisfies this game's niche).

 

Hope that helps a bit -- it's frustrating to have questions but not know enough to ask the right ones, I know.


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#383
rjshae

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Hello MouseHopper,

 

Yes, there are quite a number of custom-built modules you can play; some are very good. These modules are available from the Nexus or the new Vault. You may need to do a little investigation to find the type of modules you enjoy, or you could post a question to the Modules forum on this site.


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#384
kamal_

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I believe you can: that's how the water elemental works. You just have to make sure the UV map is oriented so as to allow UV scrolling.


yes, UV scrolling lets you scroll textures on creatures. It's useful for simulating fluid creatures like the water elemental. You can see uv scrolling on a creature in the gibbering mouther video I posted in this thread.
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#385
4760

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attach thick smoke emitters at various joints that trail behind with movement.

How would you do that? Whenever I tried, either only the hands or the whole body had the visual effect! But I'm not very used to special effects, so I probably missed something.



#386
Tchos

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Also, MouseHopper, though I'd recommend posting your query for recommendations in a different thread, most modules for NWN2 are entirely new adventures, unlike in Skyrim where they're additions to the main campaign.


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#387
kamal_

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How would you do that? Whenever I tried, either only the hands or the whole body had the visual effect! But I'm not very used to special effects, so I probably missed something.


The vfx editor lists all the nodes you can attach a vfx to .You dont get a choice of nodes when using the vfx on a creature, what nodes the vfx attaches to is part of the vfx.

#388
MouseHopper

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Thank all of you for your helpful recommendations.  I guess I will at least start with Nexus for the additions to the main campaign.  Then I will explore further for the modules you guys are discussing.  They sound sort of like DLC would be described in other games, except that it has been created by you users.  Is that a correct interpretation?



#389
Tchos

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MouseHopper: That's correct.


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#390
rjshae

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How would you do that? Whenever I tried, either only the hands or the whole body had the visual effect! But I'm not very used to special effects, so I probably missed something.

 

It was mostly speculative thinking on my part as I haven't attempted it yet. Just trying to reason out the best approach.



#391
Dann-J

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I was thinking about what it would take to create a Smoke Paraelemental. It seems like the type of creature that the NWN2 special effects are ideal for creating. One site describes it thus:

 

"A pillar of thick, black smoke with red hot cinders for eyes. They have two massive arms with tenebrous, sickle-shaped arms that swipe at its foes."

 

The form should mainly consist of smoke emitters with an incorporeal body and glowing red eyes. If the smoke is sufficiently dense, then the actual body form won't matter that much. Possibly I could just use an earth elemental for the creature form, then make it transparent and attach thick smoke emitters at various joints that trail behind with movement. It would need some special abilities too, like a heat attack and a choking cloud special attack.

 

What do you think? Do-able? Or possibly too graphics intensive because of the smoke emitters?

 

That might be achievable using the invisible human appearance and a custom VFX.

 

The advantage of the invisible human (body, head, glove and boot numbers 98) is that it has all of the skeleton nodes that the playable races have, allowing you to attach VFX to a wider range of body parts than other creature models allow. I'm currently using it to create a raggamoffyn (a clothing construct, see below left), which I hope to script so that it can capture victims and control them.

 

1398828260978.jpg



#392
kamal_

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Here are numbers 02 and 03 (meaning the new texture will also be available for the base model if head number 2 or 3 is selected).

PM sent.

#393
Loki_999

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@4760 - did you make the blue slaad available somewhere? Couldn't find on neverwintervault.



#394
4760

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@kamal_: check your PM

 

@Loki_999: not yet, I found some wrong vertex weighting in the latest tests I made. I'll put it on the top of the priority list then!



#395
Loki_999

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@Loki_999: not yet, I found some wrong vertex weighting in the latest tests I made. I'll put it on the top of the priority list then!

 

Awesome. Can replace the horrible grey renderer model we have been using for Blue Slaad then.



#396
PJ156

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Here are numbers 02 and 03 (meaning the new texture will also be available for the base model if head number 2 or 3 is selected).

 

 The picture are deleted ?

 

Peter



#397
4760

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Yes, until we're sure they are working versions.



#398
TheSigh

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It's the craziest request maybe, but I need the Rat King to my campaign and I just wonder any of you can make me one - I mean, rat with many tails. It is possible? I mean, huh, I sound like a crazy rat lady, but maybe one of you has plenty much of time and kind heart, so I ask.

 

Pretty please with cherry on top.



#399
kamal_

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How about the wererat model from Mysteries of Westgate for your rat king? Would that work?

#400
4760

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Awesome. Can replace the horrible grey renderer model we have been using for Blue Slaad then.

Good news Loki, I made the changes on the most difficult vertices (as they had to be shared between bones). I now have to change the ones for the claws (I tried to share them between the hand and the fingers, but some animations don't like it, so I'll just make the claws like Wolverine's: they'll follow the hand, but not be mobile like the fingers). It's half an hour job (+ in game verification of course) so if all goes as planned you'll get the blue slaad this week.


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