I'll bet it wouldn't be too hard to write a heartbeat script that kicks up some of that dust into a small, temporary cloud wherever you run.
Enter the catacombs
#51
Posté 13 juillet 2014 - 02:02
#52
Posté 13 juillet 2014 - 02:17
WOW
#53
Posté 13 juillet 2014 - 04:55
I'll bet it wouldn't be too hard to write a heartbeat script that kicks up some of that dust into a small, temporary cloud wherever you run.
I think I already saw this kind of script in a module, but I don't remember which one...
btw, I made the stairs down tile, and a grate placeable. I also made a new tile variant, which can be use for a lot of purposes : a secret passage (if you like to crawl), a drain (combined with the grate), or even... this. Well, it's a catacomb tileset, after all ![]()
- rjshae et 4760 aiment ceci
#54
Posté 14 juillet 2014 - 09:31
I made new tiles variants, with a recessed floor. It can be used to make a pool, for example.
I also made two pillars. Should be strong enough to support a burial chamber ceiling... ![]()
- rjshae aime ceci
#55
Posté 14 juillet 2014 - 09:50
I made new tiles variants, with a recessed floor. It can be used to make a pool, for example.
I also made two pillars. Should be strong enough to support a burial chamber ceiling...
Heh, I made a shallow pool catacomb for an area last month. This would have been perfect.
#56
Posté 14 juillet 2014 - 10:12
#57
Posté 15 juillet 2014 - 01:12
I'll bet it wouldn't be too hard to write a heartbeat script that kicks up some of that dust into a small, temporary cloud wherever you run.
I've got a script that leaves behind projected footprint effects that eventually fade, staggered either side of each other to leave tracks behind the player. I use it on my overland map. It relies on a special script-hidden 'track rat' who runs a rapid heartbeat script (every six seconds was much too slow).
It was easier on the overland map though, since there's only ever one player visible. It would be possible to adapt it to work on an entire party, although that might prove to be a bit of a processor hog given the decreased HB interval. Multiple party members would also result in a lot more temporary VFX lying around.
Random puffs of dust would certainly be less processor intensive, since a random roll every six seconds would be more than enough (maybe a 1-in-three chance to spawn). Regular and rapid puffs of dust would make you look too much like Thomas the Tank Engine.
For those playing at home, here's the current footprint script I'm using. FX_print.sef is my own custom projected texture VFX.
#include "x0_i0_position"
void main()
{
object oPC = GetFactionLeader(GetFirstPC(FALSE));
if(GetArea(oPC) != GetArea(OBJECT_SELF)) return;
if (GetCurrentAction(oPC) != ACTION_MOVETOPOINT
&& GetCurrentAction(oPC) != ACTION_USEOBJECT) return;
int iTrack = GetLocalInt(OBJECT_SELF, "TrackNo");
location lLoc = GetLeftLocation(oPC, 0.25);
if (iTrack) lLoc = GetRightLocation(oPC, 0.25);
iTrack = abs(iTrack -1);// Alternate the iTrack local variable between 0 and 1, to offset prints sideways
SetLocalInt(OBJECT_SELF, "TrackNo", iTrack);
effect eTrack = EffectNWN2SpecialEffectFile("fx_print.sef");
ApplyEffectAtLocation(DURATION_TYPE_TEMPOPARY, eTrack, lLoc, 12.0);
}
#58
Posté 15 juillet 2014 - 05:28
Calister, your tilesets make this game feel like it just got published this year.
#59
Posté 15 juillet 2014 - 07:55
Tchos : hey, that's my tileset !
Very inspiring picture, what game is it ?
Dannj : thank you for the script, I'll try it with a dust cloud vfx (I'm not sure there's one in game ?)
Andysks : thank you, it's not a diablo 3 visual quality, but I'm doing my best ![]()
edit : kamal, just out of curiosity, which tileset did you use to build your catacomb ?
#60
Posté 15 juillet 2014 - 01:48
Tchos : hey, that's my tileset !
Very inspiring picture, what game is it ?
That is Divinity: Original Sin, released within the past 3 weeks.
#61
Posté 16 juillet 2014 - 01:20
Damn. They had me up until turn based combat.
#62
Posté 16 juillet 2014 - 01:25
That's a major selling point for me.
- rjshae aime ceci
#63
Posté 19 juillet 2014 - 10:16
Wow. Absolutely great work! I love the texturing ![]()
#64
Posté 19 juillet 2014 - 10:51
Thank you, Drechner, glad you like it ![]()
I spent the last few days dealing with a hard drive format and a windows reinstall, due to a virus. Fortunately, I lost nothing in the process, except some time.
The catacombs tileset is now virtually finished. All the base tiles are done, and I can build an entire map. I have some test to do, because I noticed some apparently broken c3 meshes that make visible the tiles located behind a closed door. It should be quick to fix.
I also made some additional recessed floor tiles, with and without walls on the edges, and it's now possible to build more complex shaped pools (the barbarian won
).
I'll now add some variants tiles, and start to build the metatiles.
#65
Posté 19 juillet 2014 - 11:22
That water is waaay too clean for an old, dusty catacomb!
Nice.
#66
Posté 19 juillet 2014 - 11:29
That water is waaay too clean for an old, dusty catacomb!
Nice.
Party cleric cast Purify Water spell. ![]()
#68
Posté 20 juillet 2014 - 12:32
Whoa. Hey dwarf, I've got a little job for you... ![]()
#69
Posté 20 juillet 2014 - 01:39
Amazing work. ![]()
#70
Posté 21 juillet 2014 - 08:29
- PJ156 et 4760 aiment ceci
#71
Posté 21 juillet 2014 - 09:10
I love the stairs!
#72
Posté 28 juillet 2014 - 08:43
I resumed the work on my tileset, after some days spent to play the interesting modules released these last days...
This is my first attempt to model a statue. A closer view of the "face"... I'm not really happy with the robe texture I painted. I'll try to find something better.
This statue is interesting to decorate a catacomb, I'll try to model some variants I've in mind.
- PJ156 et rjshae aiment ceci
#73
Posté 28 juillet 2014 - 09:49
Very cool statue! the head detail is great.
Can we also have it in eight textures, tintable, reversible, with fourteen different custom vfx and the flexibility to reuse it as a sausage (we don't currently have a sausage model) ![]()
PJ
#74
Posté 28 juillet 2014 - 11:13
Yes, PJ, it'll be tintable. But for the rest...
and I think there's already a sausage model in the WItcher's placeables. No need to transform this poor cloaked skeleton into a piece of meat. ![]()
#75
Posté 28 juillet 2014 - 03:01
Love the statue!
And I also have a sausage that I requested a long time ago from EE, but it was too big, and I didn't have the ability to scale it down at the time. Now I can, so I should release it.





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