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Custom Content Challenge: July 2014: Deities and Demigods


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#76
PLUSH HYENA of DOOM

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This is the rubbish Tantric Statue thing I just did. Also Hinduesque and uses textures from the Kali Statue so I'll throw it into the CCC pile too. Nice and low-poly since I require a whole avenue of them for the Great Temple of Maldrapur...

PHoDKvR.jpg

Finished combat tests for Kali. Decided the sword hilts shouldn't be gold as there's already an awful lot of gold with her jewellery. Changed it to a mottled stone texture, as on her statue base.

Since it is apparently impossible to have six working Hand Node Dummies in a single Creature model, four of her swords have to be permanent fixtures. I HATE the inability to put shiny weapons into a Creature model without them going transparent. I also HATE not having all six of her swords look the same. Thus, I've done her sword as a weapon model (adds itself as a fifth option on the default BioWare Scimitar 1 model - doesn't override anything - unless you already have a custom scimitar there). I'll put it in with the rest of the Kali stuff. Not that you can't give her OTHER weapons, but conformity looks better.

 

Shem - I did a pile of Dead God Placeables last year for one of my Doctor Who Modules as well as use in Demoness Tales, quite similar to the MotB Myrkul thing.

DWgotg.jpg

I don't want to throw stuff I did ages ago into the CCC but I can easily do some NEW Fossilized God Whassnames. Now that the Doctor Who Project has resurrected itself, I was thinking of improving the Dead Deities anyway with the DemiLich skull I used for Kali's adornments... Probably still got time to get round to that this month.

 

PS:- Done an empty Altar base for the full-size Kali statue. I'll do you a Creature model with the Statue Textures as well, so you can do Harryhausen type statues brought to life stuff properly.


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#77
Shemsu-Heru

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That looks good; Is that content available anywhere?
However a tileset of a dead god corpse (Not necessarily a skeleton), in which NPCs could walk through, would be great.

BTW- Nice statue...

 

deadgods.jpg

 

17287.jpg

 

62002_map1_hjsf.jpg

 

62002_map4_n7j7.jpg


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#78
PLUSH HYENA of DOOM

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I quite agree; a Tileset where you can trample about on the Dead God, as in MotB, would be brilliant.

But beyond my ability to do in two weeks or whatever we've got left.

 

Um... what content were you referring to?

 

The Obvious Spleen that Kali's fighting is one of the millions of new disgusting creatures I've done for Demoness Tales - I keep meaning to put a Spleen Creatures II pack on the Vault.

The jungle foliage comes from lots of sources, including myself.

The Apsaras on the walls, as with the carvings in the palace shots in the earlier images of Kali, are from the Indian architecture stuff I've been putting together bit by bit over the years, since one of the realms in Demoness Tales is very Hindu inspired, hence Kali's presence.



#79
Tarot Redhand

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Yay! DW back on track  :) .

 

TR



#80
Shemsu-Heru

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@PHOD: A tileset is over my skills too. I was talking about those piles of Dead God placeables of you...........



#81
PLUSH HYENA of DOOM

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Shem - The piles of Dead Gods aren't posted anywhere at the moment. They were supposed to go up with all the other Doctor Who content last year but when the Project went upside-down, precisely nothing happened. I'll try to find time to update them a bit and put them in with my stuff for this month.

 

Tarot - Everyone else already knew the PHoD DW Project was resurrected - we just didn't tell you... I presume you haven't looked at my Doctor Who thread over in the Modules Forum of late?


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#82
Tarot Redhand

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Modules Forum, modules forum! Why would I look there? (Gnashes teeth to the accompaniment I running feet as he disappears to the (rassn, rassn, modules forum).

 

TR 



#83
Mecheon

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Shem - I did a pile of Dead God Placeables last year for one of my Doctor Who Modules as well as use in Demoness Tales, quite similar to the MotB Myrkul thing.

Ever play Planescape - Torment?
 
The bit with Mrykul is the equivalent of meeting Ravel Puzzleweaver in that game. Heck, MotB is basically why people say that its worth playing the original NWN 2 campaign, to give you the beginnings of that story
 
 
Anywho, this is a Mecheon promise, and these don't always happen, but I'm gonna post some music which might explain my plans for this one...
 

 
In Babylonian mythology, Tiamat wasn't a 5 headed dragon, but instead the goddess of the primordial ocean. She mated with Abzu, god of the primordial rivers, and in this union they created the younger gods. But Abzu realised these newer gods would overthrow him, and hearing him conspire, Enki, or Ea, the wise, slew him, and for a time became leader of these young gods
 
Driven on by Kingu, god of unskilled labor (Yes, seriously) Tiamat went for revenge, creating 11 monsters. However, against these monsters stood Marduk, son of Enki, the storm god wielding the power of the winds. He slew Tiamat and turned her corpse into the Earth and the heavens, her weeping eyes becoming rivers, her tail the Milky Way
 
Now, making all 11 of Tiamat's children would be fun. The problem is, well, a lot of them could be made ingame easily. I mean, a Weimic is a perfect substitute for Uridimmu, just make a lion head and eagle feet for the human and you've got a fine (And customisable!) Ugallu, and the Stingers make perfect Girtabilu
 
I however will attempt to make some of her kids that can't just be made with current stuff, and maybe even a version of Tiamat herself based off my favourite 2D action adventure...

#84
Shadowing2029

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Wasnt main character transformed intro something like soul eating god in one of the endings in the Motb?



#85
Carcerian

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hqdefault.jpg

 

If your going "Dead" Gods, nobody beats the OG  overland map of "Old Moldy..."

 

COAB6.jpg

 

After "killing him" in an aborted attempt to invade the realms, you later explore his corpse from the inside....

 

hqdefault.jpg

 

And of course he is only "mostly dead"...

 

start_207.png


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#86
Shemsu-Heru

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@Mecheon: I have played Planescape - torment too; it's a great game but I can't remember any dead god corpse in that game....



#87
Carcerian

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Random Ruby Love Goddess w/ Fire Hair (Eilistraee Reskin)

 

21c5h07.jpg

 

5-Minute-Mod: Texture = c_ruby (+ changed emitter colors)

 

http://neverwinterva...files/c_sune.7z


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#88
MerricksDad

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6 hours alone...by myself...and my coffee. Should I run naked through the house, or maybe make some models?


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#89
Shadowing2029

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I have an idea!

What about this one?


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#90
rjshae

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6 hours alone...by myself...and my coffee. Should I run naked through the house, or maybe make some models?

 

TMI. :P

 

You could always throw together a Tiamat in your spare moments... ;)

 

TSR95052-24_500.jpeg


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#91
MerricksDad

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Isn't there already a great tiamat model from a few years back CCC? Thought I was just looking at that two days ago on the new vault.

 

oops, correction, not a CCC project

 

http://neverwinterva...geons-dragons-0


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#92
Carcerian

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v-----< Yup :)

 

1224064817fullres.jpg

 

^---------------<   Hardpoint even got the scorpion tail right (great attention to detail)


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#93
Wall3T

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Hardpoints did such cool stuff. most of his work is included into the CEP 2.3 - 2.4. all his dragons (including Tiamat) are in there now


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#94
MerricksDad

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After pulling hours of content out of LOL and TL2, I decided I might let Aulmpiter try some on and see if he liked them.

 

I took an axe off Hecarim, and modified it with a sword from Tryndamere, and attached a skull spike from Olaf. Then I took the end and modified it so it looks like the staff is made of a dragon bone instead of wood.

 

I think he also has the shoulder armor of Jarvan. The wrist armor and belt is (modified) from I think Al the minotaur. The belt decor is on a chain from Al, and contains a skull from Hecarim and a spike from Galio. The knee pads are also from Al.

 

Not sure why the belt is glowing, because it has no self illumination values anywhere in its animation list. Neither does the adornment. Probably just due to an error with a null texture.

 

j3Pz6sq.png


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#95
Verilazic

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...Want.

 

God, I love demons.


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#96
Shemsu-Heru

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NWN2 Solar converted to NWN1

 

Solar_NWN_conversion.jpg

 

Solars are the greatest of the angels, usually close attendants to a deity or champions of some cosmically beneficent task.

 

Solar01.jpg

 

Now both the Solar and the Lillend have included the HOU "flying" scripts...

 

Lillend06.jpg


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#97
ia.Pepper

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It's nice, but aren't Solars around 9 feet tall or some such? The Solar depicted there seems quite close to the player height. Or was it like that in NWN2?



#98
MerricksDad

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Since I can't find any official stats for Aulmpiter, Gaulguth, or Malimshaer, I've gone with a Baatorian green steel axe head for Aulmie. I think something more prime material and magical for Gaulguth would be good, since his weapon is pretty much already fleshed out as an axe that drips disease and prevents healing. Some armor built from the bits of a black dragon might also be in order, seeing as he pretty much cleared a few out of the Myth Drannor area while rampaging for new minions. I can only imagine what the 3 most powerful nycaloths would have found, especially after thousands of years of life in the Blood War, and then all the stashes they claimed from around Myth Drannor. These guys are probably pretty close to being as powerful as devil lords, and epic level 30's, just not as smart. Still not sure what to equip Malimshaer with, because it sounds like he masqueraded as a humanoid rogues more often than not, using more people-oriented tactics. Maybe he has some elemental shadow stuff, or some epic charisma stuff. Maybe he isn't very dark or shrouded, and instead is bright and persuasive looking.

 

3tk18c6.png


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#99
Shemsu-Heru

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It's nice, but aren't Solars around 9 feet tall or some such? The Solar depicted there seems quite close to the player height. Or was it like that in NWN2?

 

 

Yes maybe it's a little small for a Solar; I have made it by eye. Unfortunately resizing it now present some problems, first the skin will turn distorted when I activate "resetXform" to the bones, in NWMAX (which is needed to save the new scale). Second the base of the new bigger scaled creature appears a little under the ground level, in game; for some reason that I don't understand. So it would be difficult to fix.

To conclude I would like to say that this would be much easier if D&D uses the metric system, in their creatures descriptions, like the civilized people...



#100
MerricksDad

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Yes maybe it's a little small for a Solar; I have made it by eye. Unfortunately resizing it now present some problems, first the skin will turn distorted when I activate "resetXform" to the bones, in NWMAX (which is needed to save the new scale). Second the base of the new bigger scaled creature appears a little under the ground level, in game; for some reason that I don't understand. So it would be difficult to fix.

To conclude I would like to say that this would be much easier if D&D uses the metric system, in their creatures descriptions, like the civilized people...

 

I may be running a modified version of the NwMax 0.8 scale wizard, but if you simply use the wizard, and then turn off and back on the skinmesh "always deform", it should fix any issues you may have with the scale. Simply select the aurorabase and resize the entire thing at once. After you scale it, go back to the aurora base and set the animation scale back to 1.0, since your scale is now burned in. If the model has position keys in its animation, there could still be problems, but usually, the only position keys are located on the rootdummy, or whatever the model uses for a root node. In a perfect system, there are no position keys, so I tend to delete them and see if the model still runs smoothly. In GMAX, position keys are commonly automatically created when you make rotation keys. I delete them all in mass when I am done with the new animation I am working on, and it works just fine. This is how I have been scaling balor, nycaloth, and my fallen solar models, all of which have skinned wings and tails.

 

Edit (about metrics in NWN):

 

When I see a description in feet, I go to google and request "convert feet to cm". It brings up an in-google conversion tool. I type in my feet I want converted and grab the resulting cm value. Then I go into Gmax, select the model in an upright or walking pose, preferably the head node. Now find the topmost node in the head and get its cm height value (granted your Gmax grid setup is in cm). Then I take the number I got from google divided by the current cm value of the head node and multiply it by 100 to get my scale wizard input. Bingo, perfect height rebuild.

 

I also have an unreleased mini-function to add to my gmax library on the vault. It has a function called resetScale. Just tell it in the maxListener window to "resetScale selection[1]" with the node selected you need to bake the scale on. It forces a XForm modifier into the first position in the stack, bakes the pre-stack scale you have created on the model node to that model, and collapses only that modifier to the node, retaining the rest of the modifier stack.

 

Edit Edit: I take it back, it does NOT keep the pre-scale modifier stack. That is another function of mine. I should do that with all my reset functions though. But it does bake the scale of all child nodes in the tree starting at the selected object.


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