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Custom Content Challenge: June 2014: Artifacts and Relics


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#101
MerricksDad

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So I am having problems making the onConversation event open the invisible inventory object. I probably don't understand the details of the onConversation event, and it has been a long damn time since I coded conversations. Do I actually need a conversation object, and if so, do I call the onConversation event/script from the conversation in the actions tab, or is it supposed to hook by itself?

 

What I want to do is when a player clicks to "speak" to the object (the default action on these placeables), then the onConversation script fires, forcing the player to open the inventory object.

 

 

Edit:

 

NM, I am just going to have the player click directly on a placeable called Gem Slot. I just gotta make it within a clickable range in relation to the creature. I think I will then turn off the targetable aspect of the creature. This should fix everything.

 

 

More Edit:

 

Ok, scripts are done. What I have is a point 0.5 meters above the gem slot you can click on that says "Gem Slot". This is separate from the creature clickable of "Gem Pillar", etc. All you need to do is place the creature hybrid and it automatically spawns and fills the gem slot container object. Any time you change the item in the container, it copies over and attempts to apply it to the lhand slot in the creature hybrid.

 

WCjogpY.png

 

On death, the pillar destroys the container to prevent duplication of items. This probably needs more work to make it accurate with pick pocket and stuff. I'll let others perfect it. For now, I have just set the pillars to immortal to prevent death.

 

I haven't tried it yet, but since these are creature models, it should be fine to apply visual effects to the model, such as face glows, light emission, or location based FNF/DUR effects. Ghost/Ethereal should be interesting too. I'd like to see what it does to the gear displayed.

 

Also, what I might suggest doing, is to apply something small and glowing, like an indicator on console games, to the position of the "gem slot" placeable. That way, players will see that it has something useful above it, and that clicking on the actual statue is not the way to reach that goal.

 

 

 

 

So if I get around to making something like the statue with two gems for eyes ... which I probably won't given that I leave for a camping vacation in a few days ... I would probably make it have two "gem slot" placeables, one for each eye, and set the inventory placement for the gem to main or offhand. Then on the model I would make one eye the right hand and one the left.

 

Of course the only issue with that is that all my gems and orbs are aligned to fit the left hand using Kurairyu's Visible hands. The gems baseitem is IN the hand, and the orb baseitem is floating at or near fingertip distance. But if somebody wants to mod my stuff, it is completely free and open!


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#102
The Amethyst Dragon

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MerricksDad: Just gotta say that I am quite impressed with your entire gems/crystals + placeables/creatures (both on their own and in combination).


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#103
MerricksDad

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Can somebody remind me how to properly change environment maps on item models? I'm doing it TXI files and it isn't doing anything. Here is my text:

  • envmaptexture env_stargem

It points to a file named env_stargem.tga which looks like so:

 

oZLrrM1.png

 

What I am trying to do is make star rubies, sapphires, or diopside. I'm using a partially transparent texture for the gem surface instead of my usual modification of the entire model via alpha/opacity values.

 

You know what... I just got to thinking about the gem outer surface having a self illumination value. That tends to screw up TXI. I should check that....

 

 

 

Edit: well that wasn't it. Still showing the default env map



#104
Pstemarie

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Since I'm doing all kinds of crystal related stuff for my Baba Yaga mod, what about if I do some crystal skulls?


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#105
MerricksDad

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Since I'm doing all kinds of crystal related stuff for my Baba Yaga mod, what about if I do some crystal skulls?

 

You should, because I can't get this 6k poly skull down to a reasonable quantity without messing it up. If you do, you might as well redo my "orb of golden death" because it looks like crap.



#106
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You should, because I can't get this 6k poly skull down to a reasonable quantity without messing it up. If you do, you might as well redo my "orb of golden death" because it looks like crap.

 

Ask and ye shall receive...

 

crystals_zpsf7114081.jpg

 

These are placeables. I should probably make a new baseitem type and do them as items too.


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#107
MerricksDad

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what does that skull model come from?


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#108
Pstemarie

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Its a secret - Six's skeletons for Q would do nasty things to me if I told you I freely manipulate their skulls whenever possible  :P. You'll have to excuse my odd behavior - I found a 40 year old bottle of scotch in my folks basement. It's quite tasty. 


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#109
MerricksDad

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I've been spending about the last hour looking for a very low poly skull, but not too low. Higher than the one I was working with previously for my last skeleton release, but not too high. Very hard for me when I am so damn picky.


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#110
ShadowM

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Just drop you high poly model into blender and reduce it there with decimate I think it called. It great tool for not losing quality, but bringing down the polys. I have a few models already done with it. Here a little video to explain it a little better.

 

Video of it


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#111
Pstemarie

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Just drop you high poly model into blender and reduce it there with decimate I think it called. It great tool for not losing quality, but bringing down the polys. I have a few models already done with it.

 

I'll have to run that JS-1 Tank through that


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#112
PLUSH HYENA of DOOM

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Though PLUSH HYENAS of DOOM were on point of vanishing, Environmental Crusader Henesua has saved the species from extinction with a micro-tutorial to explain the patently obvious to Shabby Hyena brainsucks who can thus cease whinging and actually do stuff...

Thanks again to everyone who helped hit the old image posting nonsense with a concrete slab.

 

SO... I have a big list (had it some time) of assorted Placeables and Creatures I need to do for Demoness Tales and there are quite a few things that would come under the "Artefacts and Relics" banner, some of which may be of some use to someone other than me... Thus I am hitting some with big bricks in the approved demented way.

First up is the Arcmirror, a particularly moody artefact, thought to be of immense antiquity though in fact actually from the distant future...

PHoDArcmirror1.jpg

I've been representing it in NWN for years with a circle of eight BioWare mirrors. Not very much like my original artwork. However, whilst I was doing the Davros model (see images on the Doctor Who thread) I stumbled across a few useful shortcuts for doing multiple arrays of spars, struts and hoops which proved VERY useful with regards the ridiculously fiddly structure of the Arcmirror.

In essence, when it isn't arguing the reality of its own paradoxical existence with itself, the Arcmirror is both a window and a gate through the dimensions, including Time which is possibly why Fifi says it looks like a wireframe hourglass.

Could be used for any weirdo arcane mirrory thing though, of course.

When active, it is wont to exude weird glowing energy from within those spheres of free-floating shell panels. At first I was going to give it emitters, but then I came to my senses and left them out given that, depending which dimensions it is linking, the energies are different types and colours. Best therefore to just shove assorted different VFX on it as needed. (Several useful ones in the PHoD New VFX Hak on the Vault).

PHoDArcmirror2.jpg

Now I just have to go back through all the hundreds of instances of the Arcmirror in the Demoness Tales modules and replace the rubbish placeholder thing with this one... Meanwhile, more PHoD Weirdo Artefacts to follow...


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#113
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I've uploaded the crystal skulls to the Q server - placeable and item (midmisc_204-210). I'll also be submitting them for the CCC along with Baba's Dancing Hut. My son noted that the hut should dance - so I'm linking it into the dancer phenotype.


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#114
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SUCCESS! The hut now dances around when spawned and then when the PC enters a trigger surrounding the hut, it stops dancing, drops to the ground, and is replaced by the placeable version which uses an interactive conversation to proceed into the rest of the module.

 

The CCC will be getting the Dancing Hut with the OnSpawn event as well as the placeable. I'll leave the conversation and corresponding scripts to individual Builders. Unfortunately, the module won't be anywhere near ready. I've only finished two areas and have about 50 left to go.

 

hut2_zps9479c143.jpg

 

hut1_zps99f610a2.jpg

 

hut4_zps1a41a0d0.jpg

 

hut3_zpsaf12aa56.jpg

 

hut5_zps616e9a81.jpg


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#115
cervantes35

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Yeah!!! Will I be able to help (all giddy). I can't script worth a damn but I could help build some core areas with a little guidance.


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#116
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Yeah!!! Will I be able to help (all giddy). I can't script worth a damn but I could help build some core areas with a little guidance.

 

Thanks for the offer. One thing I do need rather soonish is a large forested lake area that can sit inside the vault terrain of Versatile Dungeon. The room has to be round - I'm thinking 6x6 - with two exits (normal sized doors). The "lake" is actually a walkable swamp that will allow walking on the bottom of the water - which is one elevation deep at the deepest point.

 

My concept was to take some Mirkwood tiles and bash them into the "Vault" terrain of Versatile Dungeon. Only thing is that Versatile Dungeon has no large round rooms that fit the bill.

 

If that doesn't interest you, I could use some rather large - floor to ceiling - placeable wineracks that span a tile width. I'll be locating along the wall and in the center of the floor.

 

EDIT: Remembered I'd actually started on one, which I just finished up.



#117
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Just because I already derailed this thread - last OT post I swear...the wine cellar of Baba Yaga

 

winecellar_zps007352f7.jpg


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#118
PLUSH HYENA of DOOM

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Lumpy Polyhedral Whatsit Things...

Arcane crystalline polyhedrons of profoundly dubious origins mounted upon unnecessarily intricate bases.

PHoDHedrons.jpg

Somewhat less specific than the Arcmirror. You may find them of use in Areas belonging to mad mages, sorceresses, necromancers or whatever, or just scattered around the landscape in Realms where ancient arcane crystals are scattered about the landscape. You know, as they are.

(Scale-wise, do remember that Lucirath's twice as tall as a Human...)


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#119
MerricksDad

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Lumpy Polyhedral Whatsit Things...

Arcane crystalline polyhedrons of profoundly dubious origins mounted upon unnecessarily intricate bases.

 

Somewhat less specific than the Arcmirror. You may find them of use in Areas belonging to mad mages, sorceresses, necromancers or whatever, or just scattered around the landscape in Realms where ancient arcane crystals are scattered about the landscape. You know, as they are.

(Scale-wise, do remember that Lucirath's twice as tall as a Human...)

 

In these models, are you specifying the environment map directly in the model or in a TXI file?



#120
MerricksDad

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I started working on adding animation to the lhand node in a few models. What I ended up with was good, however, when I equipped another item, the animation continued showing the originally placed gem. Why is that? The gem would not have even been in inventory anymore, but yet, there it is spinning. Since the model is lacking in other animations, do I need to manually reset its animation sequence by telling it to restart the animation loop?



#121
gutwrench66kg

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A few other random ideas.

 

 

 

Hand of Glory: The dried hand (often times the Left hand) of a hanged man. 

 

Could also be used as the Hand of Vecna which is described as a severed left human hand, blackened and charred, with long, claw-like fingernails

 

Personally, I just want it as the mummified hand in Shadows of Undrentide.

 

 

Words of Power: there are 4 tablets containing "Words of power" in the Neverwinter OC (which I've been doing a 100% redux of for some time now...)

 

I could use a few tablets that have some awesome runic writing on them to pass for these words (And who couldn't use an awesome rune tablet in their own projects?)

 

Something like a smaller version of the Word Walls in Skyrim?

27095-1-1353291137.jpg


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#122
MerricksDad

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Using the skull off my modified skeletons hak, I came up with a cut crystal skull instead of a carved one.

 

cuw4r9X.png

 

Edit: I thought the poly size was a bit off for a cut skull, so I just changed all the back and top of the skull by simple edge tesselation. It looks much better now, so I made a sapphire, ruby and emerald variety. Over 120 orb thingies now. I don't think I will probably do any more. We're packing for camping and trying to get last minute stuff around. I'll package this and ship it to TAD after I get back, probably on the 20th, unless I come up with some more gems/orbs to do in the last week.


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#123
MerricksDad

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since my star ruby/sapphire idea seems to be a no-go, have this instead:

 

FCTLR0H.png

 

It is a tile from a set I made back in 2007. I scaled it down by half and enlarged the sacrificial table to account for the rescale. I also retextured it with one of the rock textures from my textures packs entry on the new vault.

 

In addition, I perfected the conversation script so it properly opens the associated gem container.

 

Again, these placeable-creature hybrids are made to accept only my gems and orbs. Any other offhand item placed on the stand will not display correctly, or at all, as it will be hidden inside the object, or strangely offset and rotated. I have NOT scripted in any type of checking to prevent anything other than my orbs and gems, because I assume people will be modifying these, and/or need to change the baseitem index of my items to fit their modules.

 

Edit:

 

Since I got the conversation script working, I am going to make the gem container spawn directly at the same point the gem/skull/orb will display, that way it doesn't look strange if you go to look at it or attack it.

Each placeable hybrid blueprint comes with a variable float which lets you tell it where it's z-offset is for the gem container object. If no value is specified, the value becomes 1 meter. This whole setup is not actually very useful now that the conversation script is working.

 

 

Edit Edit:

 

And here is my final on the orb of golden death. It comes either fully loaded, or fully empty. Each gem glows independently and is transparent and faceted just like the larger gems.

 

 dCCi04K.png


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#124
Carcerian

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Love the crystal skulls!

 

(I did a version a bit ago for a gemstone recolor set as well...

 

2j5gm4m.jpg

 

...except it used a demi-lich skull that had embedded gems for eyes.)


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#125
PLUSH HYENA of DOOM

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(Merrick'sDad:- TXI for those Polyhedrons... They're just using BioWare's standard "ttr01_crystal01" texture and associated TXI, but with no transparency hint on the geometry).

 

And now, as I'm getting into some of the more complex things on the Demoness Tales list of Placeables I should have got round to years ago, here's a quick heap of basic, simple Orb things.

These whopping stone spheres are found dotted around the Midworld Realms in unlikely places, generally assumed to be relics of some lost, ancient civilization(s).

PHoDSpheroids1.jpg

Though usually completely dormant, these massive spherical monoliths can emit a baleful psychic field that can do very nasty things to the rubbery minds of lesser beings like humans. On the other hand, if you're a Demoness or a Goddess, you can stand next to them with impunity. This is useful for getting rubbish screenshots, if nothing else.

And so here's another pair of enormous globes.

PHoDSpheroids2.jpg

No. Pack it in. That's not what I meant by "pair of enormous globes". Just stop it.

And I don't want to hear anything about the inherent stress tolerances of the daft little supports as opposed to the evidently colossal weight of fifteen foot solid stone Orbs. They're arcane, see.

 

Next from PHoD, when I've finished dragging the textures out of the seaweed and hitting them with a R'lyeh brick... CTHULHU!


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