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How to create an NPC that grows up ....


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#1
DukeVega

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Facehuggers_MP_by_Generalflood.png

 

 

 

So we will need to create a "Alien Lifecycle" Script i guess..

 

ermmm, *nose bleeds*

 

 

Its probably easy, but let me hear what you all recommend.

 

 

So ....

 

 

Facehugger Rapes  attemps an act of non-consenting reproduction on a human

 

Human has 15 mins to get to the Doctor or ..........

 

 

*Screaming noises*

 

Chestburster *Snake model) rips out the gut !!!! 

 

5 mins later

 

 

I need that little snake to turn into a small bi-pedial Alien 

 

 

5 mins later........... it grows into another slightly tougher and nasty'er Alien

 

5 mins later its Grown again.,.,....

 

5 mins later its reached Adult Hood and becomes a Killing Machine

 

.........

 

 

Gives the players an incentive to try kill it before it grows up and becomes a real problem !

 

 

 

Thoughts on this ? 

 

 

 

Duke V x



#2
kamal_

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The sentence beginning with facehugger, there's a word in there that may attract attention of moderators.

 

You want to have your scripter look at the polymorph scripts, or the druid shapechange abilities.



#3
Dann-J

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The sentence beginning with facehugger, there's a word in there that may attract attention of moderators.

 

 

It's attempting an act of non-consenting reproduction. I'd say the word is pretty damn appropriate. :)



#4
Tchos

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As an alternative to polymorphing, you could just have a timer on its heartbeat that destroys itself and spawns the larger version of the creature in its place.



#5
DukeVega

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lol edited and tnx



#6
rjshae

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As an alternative to polymorphing, you could just have a timer on its heartbeat that destroys itself and spawns the larger version of the creature in its place.

 

Pretty much this, plus you could use the heartbeat script to periodically change the scale of the creature so that it continues to grow in a regular fashion.



#7
Morbane

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Pretty much this, plus you could use the heartbeat script to periodically change the scale of the creature so that it continues to grow in a regular fashion.

 

this is the first thing i thought of - with the variant of having 3 models say, the squirmy one - big,big, small walking one - big,big, the fully formed one with a couple of bigger (scaled).

 

what about acid blood?



#8
4760

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Chestburster *Snake model) rips out the gut !!!! 

 

901-1-1403514176.jpg

 

 

 

I need that little snake to turn into a small bi-pedial Alien 

901-1-1403506891.jpg

 

If you don't have them already, you can get the models on tf3dm.com (free for use for game modding). Here's how they appear in NWN2 after being rescaled.



#9
Loki_999

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Cool.. what about animations?



#10
4760

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I'm trying to have the chestburster use the snake animations (would you have thought that even a "simple" model as that needs reskinning?!)

For the alien, hopefully some demon model would not be too far... If not, well, same story as for the slaad: start from scratch.



#11
-Semper-

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what about the skeleton of the werewolf, which was also used as the wererat in mysteries of westgate? it should fit the alien in size and movement, if bipedal walking ain't a problem.



#12
Dann-J

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The 'dogleg' skeleton might also be appropriate, expecially given the shape of the lower legs. That's the skeleton used by gnolls, kobolds and lizardfolk (and probably others as well).



#13
rjshae

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The terms of use for models on tf3dm are mainly personal use only. For me that's too restricted to use in NWN2.



#14
4760

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The terms of use for models on tf3dm are mainly personal use only. For me that's too restricted to use in NWN2.

True, but for these models, I checked with the author if "personal use" could include sharing to the NWN2 community:

Hello 3dregenerator


I see the license is "personal use" for your crab model. I modified so it can be used as an animal in a game (Neverwinter Nights 2), is it OK if I make this new creature available to the NWN2 community?

And I understood in his reply that it was possible:

I updated description for that.


Usage:
Personal use

only for:
Educational purposes
Fan art
Game mod
Machinima

What you need is game mod, right?

 

For other models, I also got confirmation that they could be shared:

Hi Ephonin, I converted your model so it can be used in NWN2. I suppose the "non commercial use" licence covers this. Just in case, could you confirm? Thanks

And the reply was positive:

yea  all are free to be use


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#15
4760

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what about the skeleton of the werewolf, which was also used as the wererat in mysteries of westgate? it should fit the alien in size and movement, if bipedal walking ain't a problem.

 

The 'dogleg' skeleton might also be appropriate, expecially given the shape of the lower legs. That's the skeleton used by gnolls, kobolds and lizardfolk (and probably others as well).

 

Thanks for the tip, I'll check this week-end.



#16
4760

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"dogleg" and "werewolf" seem both to be good candidates (different size, but the mesh once scaled there looks compatible). I'll keep you posted.



#17
Dann-J

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"dogleg" and "werewolf" seem both to be good candidates (different size, but the mesh once scaled there looks compatible). I'll keep you posted.

 

In that case, go with whichever one has the best (or most numerous) animations.

 

I know that dogleg lacks crossbow animations, but I'm guessing that won't be an issue for the alien.



#18
DukeVega

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just read this and got a little excited ;)



#19
4760

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what about the skeleton of the werewolf, which was also used as the wererat in mysteries of westgate? it should fit the alien in size and movement, if bipedal walking ain't a problem.

 

The 'dogleg' skeleton might also be appropriate, expecially given the shape of the lower legs. That's the skeleton used by gnolls, kobolds and lizardfolk (and probably others as well).

 

Well, after a few days of testing and changing vertex weights here and there, the werewolf skeleton is what fits better. At this time, legs, body and arms are not too bad. Hands are still completely wrong though.

 

901-1-1405695042.jpg

Sorry for the dark blue background, it's the standard for the toolset animations viewer. Anyway, the alien now uses the werewolf animations (i.e. no weapons at all). Still a work in progress (I'm quite sure I missed a few vertices), but if you wanna see how it goes, it's here.


Modifié par 4760, 18 juillet 2014 - 02:59 .

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#20
rjshae

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Hmm, I wonder what a dragon xenomorph would look like...? *shudders*

 

That highland beastie definitely looks like it doesn't have our best interests at heart.


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#21
DukeVega

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*ejaculates*



#22
rjshae

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Eww... :wacko:



#23
DukeVega

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Hmm, I wonder what a dragon xenomorph would look like...? *shudders*

 

That highland beastie definitely looks like it doesn't have our best interests at heart.

 

 

T rex 

 

 

Vamers-Artistry-Aliens-VS-Dinosaurs-Xeno



#24
DukeVega

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FYI AE is delayed as we are setting up an ew gaming community with other game servers and forums,, feel free to join www.hellfox.net



#25
4760

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I finally found a way to re-use existing skeletons more quickly, so this package now includes an alien warrior (werewolf-based), an alien queen (dogleg-based) and a chestburster (thanks to Elysius and his giant snake).

 

This means also I'll reopen the green slaad project, and instead of creating all the animations I'll be able to use existing ones (I'm not sure which skeleton I'll take yet, but I'm quite sure there's one that could fit).

 

Edit:

I guess I'll continue with the one I made specially for the slaad, there are too many differences in size (arms for the umber hulk) or general position of the body (troll, ogre): it doesn't look right in game.


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