Aller au contenu

Photo

Content requests and content creation offers


  • Veuillez vous connecter pour répondre
977 réponses à ce sujet

#726
Arianna0

Arianna0
  • Members
  • 26 messages

I have the bariaur ingame. No need to look for it.

 

critter_cagliostro.jpg

Wonderful   . .  but how to I aquire it for My game?

 

Not seeing a Download for it anywhere



#727
kamal_

kamal_
  • Members
  • 5 250 messages
The bariaur was sort of released, it's in the Planescape Purgatorio demos. Anyone can get it for themselves by grabbing the files and the appearances 2da line for it from the Purg demos.

There are a number of other critters in there like the dabus and vrock. They are not all 100% complete though, but the dabus and vrock certainly can be used as appearances.
  • rjshae aime ceci

#728
rjshae

rjshae
  • Members
  • 4 491 messages

The vrock I can definitely use. Thanks.



#729
kamal_

kamal_
  • Members
  • 5 250 messages

The blue slaad model was in Purg too. 4760 gracefully gave it a skeleton and animations (and also gave us a red slaad since blue slaad can create red slaad). There are a number of unreleased critters in various stages of completion in the Purg stuff, including a green slaad and a tridrone.

 

The vrock:

critter_vrock.jpg


  • BartjeD et rjshae aiment ceci

#730
kamal_

kamal_
  • Members
  • 5 250 messages

With Rogue Dao basically closed (news post on http://www.rdsplanescape.com, and that being the last post in their forums), I'll look into exactly what they have for custom content and see what's needed to make their content available to everyone. Some of their stuff, such as several creature and what tileset work they had completed, is already publicly available.


  • GCoyote, PJ156 et Arianna0 aiment ceci

#731
Tchos

Tchos
  • Members
  • 5 054 messages

At present there are no plans to release any more content for Purgatorio.

 

Wow, that's pretty definitive from their last post.  I guess I'm glad we're not left hanging, and glad the project got them game design jobs, but sad to see this go unfinished.



#732
kamal_

kamal_
  • Members
  • 5 250 messages

Purgatorio creatures (this is in addition to their using released content like gelatinous cubes and minotaurs):

 

The following Purgatorio creatures are complete in that they have (at least some) animations and can be placed ingame ( believe the dabus, larvae, drones, and portal have been released):

bariaur

dabus

duodrone

monodrone

planar larvae

ooze

RDS portal (this is a creature that looks like a placeable ring shaped portal)

slime

vrock

 

The following models exist, but do not appear to have skeletons/animation/2da entries:

catlord ( I believe this model is released elsewhere, a quasi feline looking head with female humanoid body)

fancy carriage

horse for carriage

liveryman

fancy carriage with horse (it appears they intended to use the liveryman as a cape model in addition to his separate model to have the liveryman aboard)

green slaad

pentadrone

tridrone

uridezu (this seems to be a rat head on a humanoid)

Lady of Pain



#733
Arianna0

Arianna0
  • Members
  • 26 messages

Would love to get the bariaur and vrock models available for my Techies to put in our Game



#734
kamal_

kamal_
  • Members
  • 5 250 messages

The vrock and bariaur can now be found on the Vault.

 

http://neverwinterva...ock-and-bariaur

 

Released as is from the Purgatorio demo: The bariaur looks like it has a bunch of appearance options, armored hooves and such. It also has a quite complete set of animations, it may have been set up to use as a player race. The vrock has one appearance option and a limited set of animations.

 

Uses reserved appearance.2da lines, an appearance 2da is included (a copy of my personal appearance 2da, based on the pains monster pack 2da, it includes a lot of custom critters).



#735
kamal_

kamal_
  • Members
  • 5 250 messages

Purgatorio vfx and sfx have been released on the vault. I particularly like their fire based vfx and a steamroom vfx that puts a heat shimmer on an area. That means the tiles (previously included in the tileset pack), completed creatures, vfx, and sfx are released. Up next will presumably be placeables, but this will be complicated by Rogue Dao's not making new placeables in many instances, but instead overriding default textures for placeables. Bad Rogue Dao, bad, no cookie.

 

/edit: they also didn't use their reserved ranges. NO COOKIES FOR THEM!



#736
Tchos

Tchos
  • Members
  • 5 054 messages

Are you sure it's not the steam room effect that comes from MotB?  It's not in the stock resources, but it's in the campaign resources.



#737
kamal_

kamal_
  • Members
  • 5 250 messages

Are you sure it's not the steam room effect that comes from MotB?  It's not in the stock resources, but it's in the campaign resources.

You are correct. They had made a blueprint for that vfx. I checked and it's not in the vfx pack I put up.



#738
kamal_

kamal_
  • Members
  • 5 250 messages

Good news: the Purgatorio Outlands demo is newer than their main demo... and contains more goodies!


  • rjshae aime ceci

#739
Tchos

Tchos
  • Members
  • 5 054 messages

What kind of goodies?  Creatures, placeables, items?



#740
kamal_

kamal_
  • Members
  • 5 250 messages

What kind of goodies?  Creatures, placeables, items?

I have only looked at placeables so far. I have the new placeables ingame in the Outlands demo, but need to get things moved to 2da lines compatible with pj156s cornucopia as Rogue Dao didn't use their 2da reserved range for these.  I also need to make sure I've grabbed all the associated textures so they work in a test module. I will post pics when I have done that and submitted them to pj156. There are about 30 placeables. They about half flowers/plants, about half creature model tests as placeables, and a few other placeables.


  • rjshae aime ceci

#741
kamal_

kamal_
  • Members
  • 5 250 messages

Submitted to pj156 for inclusion in his placeables pack (https://dl.dropboxus...g_placeables.7z and https://dl.dropboxus...y/purg_fixes.7z until incorporated in his pack) . The things that look like creatures are test versions they made of creatures, but are only placeables. They could be used as statues or something I guess? 4760 did make the blue slaad in there a proper creature and released it. I also fixed the Purgatorio merchant row housing window textures.

 

Statue of Secundus (a modron leader reporting to the modron deity) and a "gith tapestry"

 

secundus_githtapestry.jpg

 

Various stuff

 

outlands1.jpg

 

Plants.

 

outlands2.jpg


  • rjshae aime ceci

#742
kamal_

kamal_
  • Members
  • 5 250 messages

The "catlord", which is the human female looking body/head, looks like it would just need to be given the human female skeleton to be a proper creature, it even uses human female naming convention textures. The "death" looking creature is listed as a marrenoloth, it makes a great creepy statue.

 

Say hi! He promises he's friendly.

 

mezzoloth.jpg



#743
kamal_

kamal_
  • Members
  • 5 250 messages

I can't see to find P_HHM_Hair25.dds and wolf_head_dif.dds, used by the arcanaloth head. The head looks like it might fit a human body, and there is no arcanaloth body model.

 

An arcanaloth, they have a more human shaped body than gnoll shaped.

yugoarca.gif



#744
kamal_

kamal_
  • Members
  • 5 250 messages

A giant statue, judging by the texture name I presume this is Zerthimon:

 

statuez.jpg



#745
4760

4760
  • Members
  • 1 207 messages

I can't see to find P_HHM_Hair25.dds


If I remember correctly, it's from Krighaur head pack (if not, then it could be from Xaltar's). For sure I have it somewhere, but not with me at the moment.

#746
kamal_

kamal_
  • Members
  • 5 250 messages

Purgatorio overwrote the textures for a number of npcs such as Aldanon, Mephasm, Torio, etc. I've fixed that by making duplicate models. If someone could take care of the appearance 2da editing necessary to get both versions ingame simultaneously...

 

https://dl.dropboxus...ity/alt_npcs.7z



#747
rjshae

rjshae
  • Members
  • 4 491 messages

Some pretty weird looking stuff there. It might be useful for an alien world or a fantasy nightmare setting.



#748
4760

4760
  • Members
  • 1 207 messages

The "catlord", which is the human female looking body/head, looks like it would just need to be given the human female skeleton to be a proper creature, 

Unfortunately it won't be as easy as that. I hoped I'd be able to do it over the week-end, but it uses a c_catlord_skel skeleton, which is in a different size and position, so I'll need to make it match the p_hhf_skel skeleton first. It will take a few days.



#749
kamal_

kamal_
  • Members
  • 5 250 messages

I wouldn't bother unless you felt like it. It doesn't seem that unique as a model.



#750
4760

4760
  • Members
  • 1 207 messages

Yes, I suppose a better result could be achieved by just adding the p_hhf_110 texture to an existing model (it'd probably require a redrawing of the texture though). Anyway, here's how it looks (just adding the p_hhf_skel to the model, without working on the hands, which explains why the weapon is off):

901-0-1454144901.png