The Project Q for nwn lizard folks would be nice to have if they look ok in nwn2. They have a variety of styles so they could stand in for the various reptilian humanoid species.
Content requests and content creation offers
#701
Posté 12 novembre 2015 - 12:31
#703
Posté 28 novembre 2015 - 01:30
The Magma Mephit is complete:

I tried to make this breath weapon redder and a little chunkier than the fire mephit's breath weapon. Well it's redder at any rate. You can't see it in this pic, but the creatures are surrounded by an orange wavering glow rather than being cloaked in flames like the fire mephits.
Is anybody working on creatures these days? Just wondering.
- BartjeD aime ceci
#704
Posté 28 novembre 2015 - 10:21
Is anybody working on creatures these days? Just wondering.
I just need to finish the attack and dodge animations for the NWN dragons, and the green slaad and the octopus only have the idle animations done. I also started the mounted (horse back) pack.
- BartjeD et rjshae aiment ceci
#705
Posté 29 novembre 2015 - 05:05
Once I get done redoing my main work computer I can take a look at them in 3ds max if you wish. If things go right it should be Wednesday or Thursday.
Thanks for the conversions, KG. I tried a port of the Wayshrine model but unfortunately the engine can't handle it: the toolset crashes as soon as I try to play the model. I did trim it down from 14,000 poly to around 4,000, but that wasn't enough. Maybe it has too many parts or the graphics files are too large? *shrug*

- BartjeD aime ceci
#706
Posté 29 novembre 2015 - 06:13
I just need to finish the attack and dodge animations for the NWN dragons, and the green slaad and the octopus only have the idle animations done. I also started the mounted (horse back) pack.
I'd imagine it's quite a bit of work getting everything to look right.
#707
Posté 29 novembre 2015 - 03:29
rjshae Ill look at the wayshrine when I get a chance, hopefully later in the week. (work has been busy because of the holidays)
#708
Posté 29 novembre 2015 - 05:46
rjshae Ill look at the wayshrine when I get a chance, hopefully later in the week. (work has been busy because of the holidays)
Thanks. I don't see anything intrinsically wrong with the model; it just has a lot of faces and textures. It may just be a matter of needing to reduce the number of parts and consolidate the textures. I'll give that a try when I have some time.
#709
Posté 29 novembre 2015 - 06:29
It may just be a matter of needing to reduce the number of parts and consolidate the textures.
I tried with a 12,000 + placeable, and apart from taking longer loading times, the engine didn't complain, so 4,000 should be ok. What happens if you change the scale ? (say, 0.01, 0.01, 0.01 or 10, 10, 10 instead of 1,1,1)
I guess you could also easily rule out the textures option by using a monochrome texture instead, 64x64 (for testing purposes only of course).
I don't know how many parts you have, but you also probably could find if that comes from that by merging everything in one single mesh (again, for testing purposes, so don't forget to back the model up first). Speaking of parts, did you check that all share the same name (with only _C2, _C3, _W, etc... to differentiate them)?
#710
Posté 29 novembre 2015 - 08:14
Run an STL check on the model, to search for manifolds. Also, try only with TGA maps, some DDS formats can cause such problems.
#711
Posté 29 novembre 2015 - 10:07
Okay I got it to work by merging like parts and using a consolidated texture file. Hurray! Thanks everybody.
It looks pleasing to the eye, but unfortunately it causes some camera issues once you try to enter. I suppose that is to be expected. ![]()
#712
Posté 05 décembre 2015 - 02:33
Door variants for the adobe interior tileset that use the adobe Alley Arch (rws_adobe_arches2) as the door walls. No special shape door needed, since the door typically would be curtains. This would allow people to make arabic styled interiors and since the arch would be part of the tile it would texture with the rest of the tile and not need a custom texture to match an arabic interior (such as marble tiled arabic palaces).
Example arch shown here with the 0.5, 1.700001, 1 dimensions.

- GCoyote, rjshae et 4760 aiment ceci
#713
Posté 17 décembre 2015 - 08:48
I'd imagine a tintable sliding curtain door could be useful for a large number of applications.
#714
Posté 28 décembre 2015 - 06:20
Has anyone made a Centaur, Anhkeg, Roper, Owlbear , Harpy or a Frog/Toad model for NWN2?
Anyone willing to make them ?
I can no longer find all the various programs supposedly needed for importing stuff from NWN1
NWN compDcomp no longer seems available anywhere all the various links are no longer valid
#715
Posté 28 décembre 2015 - 08:08
I think the anhkeg and owlbear are either done or in progress. Not sure about the others ![]()
PJ
- ColorsFade aime ceci
#716
Posté 28 décembre 2015 - 08:45
Anhkeg was a creature in the original Baldur's Gate. I'm guessing they created one for Baldur's Gate Reloaded. Might check there.
If there's one in the mod, might try just asking for permission to use it. They'd probably give it to you.
#718
Posté 29 décembre 2015 - 12:17
https://www.youtube....h?v=eftSNbKKbE0
anhkeg is done, I finished it a while back
http://www.rwscreations.com/Rarfiles/Ankheg.rar
I will look for the Bariaur model. its here somewhere LOL
I have all the nwn1 and 2 programs/plugs archived
#719
Posté 29 décembre 2015 - 12:35
I have the bariaur ingame. No need to look for it.

#720
Posté 29 décembre 2015 - 03:46
https://www.youtube....h?v=eftSNbKKbE0
anhkeg is done, I finished it a while back
http://www.rwscreations.com/Rarfiles/Ankheg.rar
I will look for the Bariaur model. its here somewhere LOL
I have all the nwn1 and 2 programs/plugs archived
Thanks I appreciate it
#721
Posté 03 janvier 2016 - 10:54
A tileblock with size 0.2, 0.01, 0.43 will be just a smidge smaller than a door, for those times you want to put a door in a spot that doesn't naturally have one and want to have the "black square" behind a normal area changing door.
/ smidge being the technical term ![]()
- PJ156 et rjshae aiment ceci
#722
Posté 07 janvier 2016 - 04:54
The scorpion in Arpharazon's Custom Creature Conversion Project could be reskinned to produce a Scaladar. Something comparable to the Clockroach, for example.
P.S. I could use this, if it were available... ![]()
#723
Posté 07 janvier 2016 - 10:24
The scorpion in Arpharazon's Custom Creature Conversion Project could be reskinned to produce a Scaladar. Something comparable to the Clockroach, for example.
P.S. I could use this, if it were available...
One scaladar. http://neverwinterva...scorpion-reskin
original scorpion at front left. Shows various tint choices. The textures on the original model are asymmetric in the head, so the scaladar is as well as I lack the ability to fix that.

- rjshae aime ceci
#724
Posté 14 janvier 2016 - 12:23
I saw this fantastic Rhino model on Blend Swap:

Gorgeous texturing. It's close to 5,000 quads, but most of those are in the horns and ears so it probably wouldn't be too difficult to trim that back. Maybe some day...
#725
Posté 14 janvier 2016 - 02:04
that woudl probably work pretty well mapped to the Gorgon
- rjshae aime ceci





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