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Custom Content Challenge: June 2014: Artifacts and Relics


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#76
KlatchainCoffee

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It looks like a shiny cookie. :whistle:


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#77
Mecheon

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Is your metallic orb anything special looking, or just a silver garden ball? I can make one that points to the metallic env map pretty easily if you want one of those for this month.

Its a musical instrument worn on the head with some switches and stuff

 

I'm serious. It sounds like a mix of a kazoo and a 70s synthesizer. Hence why more of a Mecheon project :P


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#78
MerricksDad

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I looks like a shiny cookie. :whistle:

 

"I am just a cookie, I cannot help you"

 

"ok, then, why are you talking to me?"


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#79
Michael DarkAngel

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Apple of Eden (not activated) from AC:Revelations

 

Apple_of_Eden.png

 

The model itself is just a simple ball/sphere, the texture gives it all the detail.

 

icon_zdevil.gif

 MDA


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#80
MerricksDad

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I think I am going to call it on orbs. I have 44 varieties already, although the last 30 don't have a lot of uniqueness except color and specular variation. Back to shaped gems.


  • rjshae, KlatchainCoffee et Randomdays aiment ceci

#81
MerricksDad

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Well I did switch to gems and stones, but instead of making more specific artifacts, I started doing actual gem cuts. I have 16 done so far. Some of these more complex ones take a while to get right. These shapes should be very interesting as both held/floating gems, as well as great additions to part-attached rings, necklaces, and helmet adornment.

 

tRKsGyx.png


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#82
Shemsu-Heru

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1) Artefact-parts icons. Say, the sword that Shemsu did will be divided into three parts that player must find and then complete. But that needs som handy icons for this. To do this with the vanilla HotU craft icons is a bit cheap - its for artefact common!  :P

 

 

That would work better with the "Rod of Seven Parts"....


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#83
Carcerian

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@Merricksdad

 

Def love see ur takes on the classics like Gem of the Ebon Flame, Jacinth of Inestimable Beauty, Orbs of Dragonkind/Golden Death...

 

200px-Strange_Vol_1_5_Textless.jpg

 

(...or an Eye of Agmotto/Jedi Mind's Eye...)

 

MindsEye.jpg

 

...as additional gem/orb variant ideas: an Egg of the Phoenix, & Eye of Vecna Inventory gem + Eye Socketed HAVFX? 

 

n187827.jpg

 

(or the Vecna Inspriations: Hand of Kwyll, Eye of Rhynn from the Chronicles of Corum, one of Michael Moorcock's Celtic Eternal Champions)  :D


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#84
MerricksDad

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Instead of making alternate ground icons to make up for the displacement required to fit the fingered hands, I think what I will do is release a placeable figure that can equip whatever item is placed in it and display it, much like the various weapon racks and mannequins released over the years. Since my focus:orb objects are held differently than my focus:psi crystal items, I may make two display placeables.

 

Edit:

 

Oh, and I stayed up way too late last night and now have 64 unique geometric shapes to represent orbs and crystals. I won't go into great detail when I create at least one item from each shape, but I will make at least one for each. Modifying the texture on any and making your own after that is just really simple, so I'll let others do that work if they like a shape.

 

 

Edit Edit:

 

Very much enjoying myself!

 

idS3yDg.png


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#85
MerricksDad

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ok, so I have these gem pedistals (actually for orbs, not the gem artifacts).

 

YWmYwcC.png

 

Just one problem, they don't load in game. They compile, they load fine in the toolset, but they don't show up in the game. No error in the logs, or in the chat window. Just doesn't exist.

 

What I did was make a creature model that has no movement speed. It has a lhand node, so I can equip offhand items to it, which is the slot I put my orbs in. As you can see, the toolset accepts everything just fine.

 

Any clue on the in-game issue?

 

If it helps, just ask me for my appearance.2da line, or my models via dropbox.

 

 

Edit:

 

I used the debug cheat and set my appearance to the orb stand (908) in my appearance.2da. It loads fine and accepts my offhand item for display. But still the placed creature/orb stand does not load.

 

cNRunbW.png

 

 

Also, I was wondering if anybody made this yet?

 

designdev_idol.jpg


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#86
Shemsu-Heru

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The Axe of the Dwarvish Lords

 

Axe%20of%20the%20Dwarvish%20Lords.jpg

 

According to dwarven legend, this axe is the last survivor of the Five GreatTools forged by the First King of the Dwarves. Over the generations, the Axe of the Dwarfish Lords has appeared and disappeared dozens of times, its reappearance always anguring great change and upheaval among the dwarves.

 

Axe%20of%20the%20Dwarvish%20Lords%202.jp

 

For my version of the Axe I have taken different things from several official pictures of the axe, from different editions.

 

The merciless dwarfs, have used this artifact to commit genocide against countless poor goblins; look at this psycho-dwarf......

 

Axe_of_the_Dwarvish_Lords01.jpg


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#87
MerricksDad

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Got the gem stands working! 2 hours of poking around and I still don't know what changed to make it work, but I suspect it was 2da lines. So now I can make a few more stand types. If anybody has some very interesting screenshots of crystal holders, stands for mythallars, or anything that actually holds an orb, I can attempt to build it for the next few days.

 

 

Edit:

 

Made a new altar that accepts gems/orbs

 

1wAWUcP.png


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#88
The Amethyst Dragon

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Nice work so far, guys.

 

Now to head off and think of something to make myself.



#89
Draygoth28

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That alter is really nice. So you will be able to equip different gems?

#90
Shemsu-Heru

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Sword of Kas (weapons) by Shemsu-Heru

Axe of the Dwarvish Lords (weapon) by Shemsu-Heru

 

 

 

Actually I'm working with Henesua, Who is working in some scripts for this two artifacts...



#91
MerricksDad

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That little glass top table, the clawed altar, and this new pillar all can equip offhand items. They are made specifically for orbs, but many of my gems are placed like an orb so they fit. Others will not, nor will most other offhand items.

 

LPUB1rY.png

 

I need to fix the base on this one because something is wrong with the TNO texture I used. Simply not displaying as it looks in gmax. This one contains the Orb of Dragonkind (Silver).

 

 

Edit:

 

There, that is better. For some reason that texture automatically flips top to bottom when exporting. Can't figure it out, so I simply cloned the texture and duplicated it top to bottom.

 

o0BWJ5l.png

 

Not sure how to go about making it equipable, but I am thinking along the lines of invisible container in the same location, and then when you put something in it, the item just clones over to the pillar and then equips. Whatever inventory[1] is in the container will get equipped. Anybody got a better idea, both simple and useful?


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#92
MerricksDad

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going through and manually optimizing each and every gem so it sits just right and fits within a 20cm cube. The thin gems, like button cuts, are getting rotated [0,35,13] so they show more fire when on display, and also can be modified to slip into the hand grip easier once I clone them off to the other baseitem type. Having to write a lot of scripts to do some of the hard work, like finding bounding box sizes in GMax. That should NEVER have been this difficult and memory consuming to calculate.



#93
Shadooow

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MD that reminded me the crystall skull scene from SG1:

4546054_l1.jpg

and there was one gem stand in the end of the 10th series but Im unable to find an image, maybe you remember :)


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#94
MerricksDad

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I do need to get a good skull model. I should go grab a royalty free one and run with it.


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#95
Mecheon

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Crystal Demilich



#96
Baaleos

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Hey MerricksDad - once again you have done a great service by making those models.

The crystal altars look awesome

 

How exactly are they working.

Are they creatures that equip the crystals, or are they actually placeable?

 

Because my PW uses cep, updating it to have additional placeables has been a difficult task, but seeing the quality of these models makes me want to undertake the task.

I might configure my PW Updater app, to install some models inside my players CEP hacks, and update their placeables.2da



#97
MerricksDad

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Hey MerricksDad - once again you have done a great service by making those models.

The crystal altars look awesome

 

How exactly are they working.

Are they creatures that equip the crystals, or are they actually placeable?

 

Because my PW uses cep, updating it to have additional placeables has been a difficult task, but seeing the quality of these models makes me want to undertake the task.

I might configure my PW Updater app, to install some models inside my players CEP hacks, and update their placeables.2da

The containers are all creature models, without animations (yet) and they equip an offhand item, which then draws upside down and offset from where the hand node is on a human. They are stationary and I have given them duplicates of Kinarr Greycloak's Armor Stand scripts.

 

There is nothing in the NWN community that should be difficult to hak pack on top of CEP. In fact, I am doing what I can to make it as simple as possible. This kit will have two appearance lines, which somebody in the CEP community can easily merge to CEP, or an individual can put outside of cep range. All the GFF format files for blueprints can easily be modified (in batch) to point to the new appearance index. If all that fails, once this is released, I can just walk you through the process or do the work for you, using my still-in-the-works scripts for managing NWN resources. Practice makes perfect, and you should get really good at doing it yourself, but scripts make it easier for sure.

So far this kit has:

  • less than 20 new textures, of which some have TXI files.
  • two appearance.2da lines
  • two baseitem.2da lines
  • kinarr's armor stand scripts, of which I think I use 5-6, and will need to modify once I get a method to equip the placeable finished
  • over 120+ gem and hand-held trinket models, which I suspect over half people will not actually use.
  • an equal quantity of appearance portraits for each shape
  • one item blueprint for each new item shape (which you can redo as you wish, instead of importing after modifying everything to fit your needs)
  • one creature blueprint for each item stand (again, which redoing would be easier)
  • no creature portraits for these yet, but I should really make some for use with both the creature and an invisible placeable.
  • no talk table, as I have craftily pointed names toward something in 1.69's TLK file that is representative enough, such as "Runestone 1" (or 2), and the word "Pedestal" for the creature-placeable hybrids.
  • So far I am pointing to 3 textures in the TN* set of area models packaged with 1.69 and have only modified one to fit my needs.

in any case, it should not be too hard to merge with anything.


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#98
Baaleos

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I wonder if its possible to make an animation for the alter to do some sort of special effect under certain circumstances

 

1. Normal - no effect, no gem

2. Normal - no effect, with gem

3. Special Effect - Lightning or some particle glow, with Gem

 

Not coming from a custom content background im just guessing at this point, but are you able to override the animations for your creature for the various different animations available in nwn.

 

Eg: Override the pray animation, so it displays a Fire Effect?

And maybe override the Spasm animation so it displays a holy glow?

 

Just trying to envision ways that your creation could be given the maximum amount of customization as possible,

but I differ to your experience.



#99
MerricksDad

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with custom VFX, you can make them do anything. In the scenario you first suggested, you might want the Altar to equip the item as you play a custom FNF animation on it. I've given the placeable-creature basic nodes for VFX placement. Those nodes are centered on the approximate location of the orb object (slightly offset from the LHAND node). You can apply any VFX you can apply to a creature to these creature-placeable hybrids.

 

I plan to give at least one pillar a moving part by having the LHAND node rotate in place as part of the wait animation. Since these are very simple models, but can accept any of the animation sequences for an F-type creature model, you can do just about anything with them, including appear/disappear animation.

 

So in your example of replacing animations, what you'd do is just give it an animation for your needs, and at the point you play that animation, also apply your custom effect to the creature object.

 

I have not created any item-applied VFX for these item types, and I don't really intend to. But there is nothing keeping you from doing that, especially if you make use of NWNCX to give you more visual effect options.

 

What I intend to do is simply have multiple items with different on-model effects, and the main reason being that the color of the glass/gem and the internal visuals in the crystal need to change (for my uses anyway) in more ways than can be done with item-applied effects.

 

If instead you'd like a loaded model, you could give the item model a huge set of emitters and toggle them all on and off by animation key. This should also let you change, or add to, the self illumination color most of these items use. But the usefulness of that method would be limited to the lengths of looping animations and the internal purposes of FNF animations, such as emote keys.

 

Edit: ok you guys gotta stop spelling Altar as Alter, you are making me question the English language :)



#100
MerricksDad

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Just as an idea, of which I am not going to act on, you could make the lhand slot parented to a head_g node and then in appearance.2da give the hybrid placeable a head rotation value of 360. Then, you could make an orb similar to the Eye of Sauron, and have it follow you everywhere when you are near. The same could be done with one of OTR's tutorials on using eye textured env maps applied to a specific texture on an orb, in which case, it would follow the camera, probably at any distance.