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#201
kamal_

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That geometry looks like it was made to take an open book-like texture on top, for the large bookshelf, and perhaps a sideways scroll-like texture for the smaller one.

Yes, it does look booklike. The base texture only has one side of the top detailing, and it gets mirrored on top and various portions of it used for trim.  The narrower bookcase is getting one half of that detail (the half towards the sides of the wider bookcase), mirrored. As a result you'd probably need to give the narrower bookcase a separate texture to have both a book and a scroll texture along the tops of the two.



#202
Eguintir Eligard

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Do all these changed models require a duplicate model in game (and in cornucopia) or are they selectable texture alternates? The buildings, bookcases, etc.

 

I am concerned that the cornucopia may crash on opening if it becomes too bloated.



#203
kamal_

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These are duplicate models. You can't select texture on models like you can with tiles. I actually looked into enabling that (see my post where for lulz I used a stock barrel as a tile in a tileset), since I discovered placeables used as tiles can have their texture swapped. What shows in the properties tab is controlled by the .git (or .gic, I forget off the top of my head) file of the area. While the .git can be edited, adding/renaming default properties doesnt seem to work. I tried renaming a field to "est" and sadly my change want reflected... at that point I stopped looking into it, as it seemed like it would require manual .git editing for each area you wanted to use it with.

My test module is a regular module that has the full cornucopia contents plus the other junk modules have. No crashes yet. There is surely a limit but I think we're not close to it. Nwn1 has a 64k limit I think, and even with the full cornucopia my placeables 2da is only around 24k lines.

#204
kamal_

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Alchemy Items (stock, glowing white/red/blue/yellow/dark (for your evil potions)/hot pink/orange, and non-glowing white). All the non stock items are tintable, and the tinting is shown in the non glow white version at right, 2nd and third items. The tinting is more obvious on the white/grey items than the bright colors. The non glow white tints any color so it's good for any non-glowing use. You can tint glowing stuff, but the tint does not apply to the self illumination map so you don't get appropriate colored glow. I tried a "fleshy goo" as suggested by rjshae, but these placeables only use 256x256 textures, it simply didn't look good.

 

arid_33.jpg


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#205
Dann-J

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You could use a larger texture on them if you wanted (as long as it has the same aspect ratio), and it will still map to the model in the same way. Larger textures probably aren't worth it for such small placeables though, unless you intended to scale them up a lot.

 

I'm constantly *reducing* texture sizes used in custom content I download. I don't mind a larger diffuse texture on certain models (where it's warranted), but there's rarely any need for a correspondingly huge tint map. Even the normal map can often be reduced without any noticable in-game effect. The various textures don't have to be all the same size.



#206
Happycrow

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We really need a smiley for ::applause::



#207
kamal_

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You could use a larger texture on them if you wanted (as long as it has the same aspect ratio), and it will still map to the model in the same way. Larger textures probably aren't worth it for such small placeables though, unless you intended to scale them up a lot.

 

I'm constantly *reducing* texture sizes used in custom content I download. I don't mind a larger diffuse texture on certain models (where it's warranted), but there's rarely any need for a correspondingly huge tint map. Even the normal map can often be reduced without any noticable in-game effect. The various textures don't have to be all the same size.

That's true and I figured larger textures weren't worth it for that reason. I've scaled up the texture map in a few cases on other objects. It doesn't need the same aspect ratio in my experience, it will get stretched into the original ratio.



#208
kamal_

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Most creature models are named something like xxxx_cl_body01.mdb. If you clone it as xxxx_cl_body02.mdb, then it'll show up as option 1 in the cloth armour variants (the default is cloth option zero).

 

I've currently got the hyena using the gnoll sound set, but I'm hoping to find a WAV file of a creepy hyena 'laughing' sound on one of the free sound sites. I'll try adding it to the gnoll sound set as a battle cry, since it'd be good to hear it coming from gnolls as well.

 

 

EDIT: I added hyena sounds as battle cries 2 and 3 to the gnoll sound set. Awesomeness ensued. :)

Many thanks are due to Dannj for this, and Kanis-Greataxe for uploading MDB Cloner to the new Vault, winter treant and normal treant:

 

treant_winter_2.jpg


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#209
Dann-J

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Nice. Tint it dark, give it a VXF that has wisps of smoke coming from it, and it could be the survivor of a recent forest fire.

 

Or have it still on fire (the fire imp effect might do) and attacking in a blind panic, until the players cast something like Cone of Cold on it. An OnSpellCastAt script could remove the fire VFX and switch it to a friendlier faction, allowing you to talk to it for a reward.


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#210
kamal_

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Crystal 01, Crystal 02, and Lamp 01 (the magic one), left to right: stock, glowing white, red, blue, yellow, green, dark grey, violet, hot pink, turquoise, and non-glowing. The metalwork/frame is separately tintable from the crystal. Non-glow with black tinted crystal makes for a great ebony crystal. The lamp frame texture was replaced with a more generic stone texture than the purple tinted texture it had. These are also really easy to change the base color and self illumination if you prefer different colors.

 

arid_34.jpg


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#211
kamal_

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Joshua Tree Treant (Joshua Treant?), with his buddies regular and winter, also a Joshua Tree for comparison. Joshua Treant would also work well as a Palm Treant, but it specifically uses the game's Joshua Tree textures.

 

arid_36.jpg

 

Their own thread:

http://forum.bioware.../#entry16941229


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#212
Friar

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The merchant row makeover is really awesome, but what really excited me was the re-skin of this temple:

 

https://dl.dropboxus...nity/arid_5.jpg

 

Now is it possible to color the roof to, for instance, aqua-marine or gold?



#213
kamal_

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The merchant row makeover is really awesome, but what really excited me was the re-skin of this temple:

 

https://dl.dropboxus...nity/arid_5.jpg

 

Now is it possible to color the roof to, for instance, aqua-marine or gold?

In the front, aqua-marine in the first tint channel. In the back, all three channels tinted different colors to show the tintmap. You can always change the tintmap to suit yourself.

 

arid_37.jpg


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#214
kamal_

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DannJ requested a Bladerager Troll http://forum.bioware...-cc/?p=16865964

 

(Bladerager Trolls as seen in http://www.wizards.c...0070705b&page=3 )

"A snarling and muscular giant lumbers into view, plates of steel embedded in its rubbery green skin. A cap of steel is riveted to its head, and steel claws are affixed to its hands. Blood oozes from around the plating and down the claws. The creature's wild eyes betray unthinkable agony."

 

Regular Troll, Bladerager Troll with original troll head, Bladerager Troll front/back. I think I'm going to redo a few things, like adding the blood trails to the texture after I do the normal map.

 

 

troll_1.jpg


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#215
kamal_

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Someone could turn this into a useable model. http://www.blendswap...ends/view/74381

Lots of other relevant models on that site.



#216
Dann-J

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DannJ requested a Bladerager Troll http://forum.bioware...-cc/?p=16865964

 

(Bladerager Trolls as seen in http://www.wizards.c...0070705b&page=3 )

"A snarling and muscular giant lumbers into view, plates of steel embedded in its rubbery green skin. A cap of steel is riveted to its head, and steel claws are affixed to its hands. Blood oozes from around the plating and down the claws. The creature's wild eyes betray unthinkable agony."

 

Regular Troll, Bladerager Troll with original troll head, Bladerager Troll front/back. I think I'm going to redo a few things, like adding the blood trails to the texture after I do the normal map.

 

 

troll_1.jpg

 

Very nice! I look forward to seeing it with the completed normal map. Hopefully the shiny smooth metal parts will contrast strongly with the rough rubbery skin surrounding it, to give the impression of foreign objects imbedded where they shouldn't be.



#217
kamal_

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Very nice! I look forward to seeing it with the completed normal map. Hopefully the shiny smooth metal parts will contrast strongly with the rough rubbery skin surrounding it, to give the impression of foreign objects imbedded where they shouldn't be.

Completed and on the Vault/Nexus:

http://forum.bioware...-troll-reskins/



#218
kamal_

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Someone could take the dragon models, and the hydra, which conveniently has five heads... and make Tiamat.



#219
Dann-J

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I've been gradually updating my Reskinned Models on the Nexus to include both some new content, and some of my older content that the IGN Vault took with it to the grave. So far I've got the following:

 

  • Bear (tintable - cloth armour 1)
  • Bonebat (bat cloth armour 1)
  • Domestic pig (tintable replacement model)
  • Flesh golem (faithless golem cloth armour 1 - *requires Mask of the Betrayer*)
  • Gorilla (uthraki cloth armour 1 - *requires Mask of the Betrayer*)
  • Hyena (hell hound cloth armour 1)
  • Wolf (replacement tint map) - allows better tinting of the wolf model to make dogs, coyotes, etc.

 

I'll consider starting a new Nexus page for my various dragon reskins (also slain by the IGN Vault), as they require separate entries in appearance.2DA due to the way dragon wings work (not to mention new tail 2DA entries).


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#220
rjshae

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Happily, Rolo has animated an undead version of the IGN Vault archive that has most of the content.  If you can happen to know the old Vault IDs and categories, or if you can track them down, your stuff can get stood up again. Here's the files wanted page.



#221
Dann-J

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I'm sure I've kept all the important stuff on my current computer, or on USB sticks for older content that predates said computer. Chances are I've improved things since I released them to the old vault. Now I get to sort the wheat from the chaff, and only release the stuff I think is worth it. A lot of my earlier stuff no longer satisfies my own constantly increasing standards.



#222
kamal_

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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....



#223
Dann-J

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What mindflayer would ever stoop so low as to use an actual weapon in melee combat? They'd be kicked out of the psionics social club.



#224
kamal_

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What mindflayer would ever stoop so low as to use an actual weapon in melee combat? They'd be kicked out of the psionics social club.

Illithid Body Tamers, from the 3.5 Underdark sourcebook. An alternative would be to attach the mindflayer head to a human male body. I can do that, but skeleton issues....

 

body_tamer.jpg



#225
Dann-J

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Now there's a challenge for a helmet smith...