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Troll reskins


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#1
kamal_

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DannJ requested a Bladerager Troll here: http://forum.bioware...-cc/?p=16865964

 

Bladerager Troll as described at http://www.wizards.c...0070705b&page=3

"A snarling and muscular giant lumbers into view, plates of steel embedded in its rubbery green skin. A cap of steel is riveted to its head, and steel claws are affixed to its hands. Blood oozes from around the plating and down the claws. The creature's wild eyes betray unthinkable agony."

 

"Bladerager candidates are selected from among the hardiest troll specimens. These ill-fated giants are flayed alive as steel is riveted onto their bones and magically augmented to work with troll physiology. Claws are then mounted on their forearms, and enormous steel jaws resembling bear traps are screwed to their skulls."

 

Download:

Vault : http://neverwinterva...s-troll-reskins

Nexus : http://www.nexusmods...ter2/mods/928/?

 

Adds two reskin variants, model 03 is a white texture base troll with a more subtle tintmap than the stock troll, allowing wider color variation. There are no other differences. Model 4 is a Bladerager Troll.

 

Directions: Copy the contents to your module or campaign, then the body will show up as options in the cloth armour variants of the troll (the default is cloth option zero). The head will show as an option under Appearance(Head) on the main property tab. No 2da editing necessary. If you don't want a particular model, just delete the files for it. You do not need to have consecutive numbers, so you can only use model 4 for instance, the cloth armor variants only show models that exist. Blueprints are included.

Because NWN2 uses an n-1 system for appearances in the armor set versus the model name, the model numbers below correspond with the n-1 variation, so the Bladerager (files with 04 in their name) is appearance 03. Since the troll model uses a piece for the body and a separate piece for the head, you can mix and match (directions in the previous paragraph).

 

The blueprint for the Bladerager troll is not statted out. A bloodless texture version of the Bladerager is included, as is a template file for the blood, so you can combine these into a new base texture if you wish to change the blood (or maybe you prefer to have green blood?).

 

Two regular trolls with the new tintmap to the left, Bladerager to the right. The gold tint in the first pic is 255, 0, 0 (pure red) for Armor 1 and 255, 255, 0 for Skin (pure yellow).

 

troll_2.jpg

 

troll_3.jpg



#2
kamal_

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Closeups to show texture/normal map differences. I used stock game textures for the plates (from plate helms specifically), and added the rivets to that.

 

troll_5.jpg

 

troll_4.jpg



#3
rjshae

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I have to say, that's rather freakish looking...



#4
kamal_

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I have to say, that's rather freakish looking...

Good.  :)  I tried to match the description from wotc.



#5
kamal_

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Tomorrow I will do an alternate tintmap for the bladerager where the blood doesnt tint. (benefit of using layers and templates to make the textures)

#6
Eguintir Eligard

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He needs a giant iron Jaw. Could this be done with a helm since trolls don't speak in game?

If so, I can make one provided trolls can wear helmets (having an appropriate "head" attach point on the model).



#7
kamal_

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I can do another head where the jaw texture is the same metal plate used elsewhere, with a big rivet at the jaw pivot point. It's too bad the texture is mirrored on the model, or I'd do a "terminator" head with one eye area metal. I'd like to do a more heavily armored body variant as well, as Rolo pointed out the relative imbalance of metal on the front/back of the legs. That way people can have a boss/elite variant. And I will probably take Rolo's suggestion and reduce the rear leg metal and increase the front leg metal on the base texture.

Also the reskins I released are model 03 and 04 because mreider did the artic troll as 02 and I didnt want to override. I tired and his artic troll is compatible with this.

#8
Eguintir Eligard

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ok



#9
kamal_

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Here's troll05, a second bloodrager skin, with more blood. This one is more heavily armored, the forearm metal plates go completely around the forearm, heavier plating on the front legs, and larger skull plate for instance. The second picture is a closeup of his face, head05 includes the metal jaw suggested by Eguintir Eligard. There's a minor issue where plates on the body go to the head, but not worth fixing for me as it shouldn't normally be visible when these things are in combat.

 

troll_6.jpg

 

troll_7.jpg


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#10
Eguintir Eligard

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Now we're cooking with fire.



#11
4760

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It looks like the rivets heads are entering the body deeper than the steel plates.



#12
Eguintir Eligard

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That way you can never take them out

#13
kamal_

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Maybe they're countersunk. There are templates in there if you wish to make different normal maps, but it's going to be a pain to get raised ones.



#14
Dann-J

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I wonder if there's a way of reverse-engineering normal maps to turn them into grey-scale height maps? That'd make modifying them so much easier.



#15
Tchos

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I wonder if there's a way of reverse-engineering normal maps to turn them into grey-scale height maps? That'd make modifying them so much easier.

 

Yes.  The nVidia normal map plugin for Photoshop does this.  You just open a normal map, and under "Alternate Conversions", you choose "Convert to height", selecting or deselecting the options to invert X, Y, or Z as needed.



#16
kamal_

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Based on the creature variants list from:

http://forgottenreal....com/wiki/Troll

 

There were a number of variants that didn't seem unique from a texture perspective from images and descriptions I found. The Wasteland Troll doesn't look particularly unique, it could probably just be a tint of another troll type. Spirit Trolls are said to be a cross between trolls and invisible stalkers, so probably just apply the invisibility vfx to another troll. Phaze Trolls are described as "The skin ranges from deep blue to violet to black in color", so another variant where you could just tint an existing troll.

 

There were a number of variants that were quick to knock out. I was able to use stock game textures for them.

 

Forest Troll

https://dl.dropboxus...ity/troll_8.jpg

I'd really love to turn the forest troll into a nwn2 version of the nwn1 forest troll by Amethyst Dragon, (http://neverwinterva...7266fullres.jpg) but can't figure out how to add foliage like that by vfx, and I lack the ability to edit the model itself to attach the treant foliage for instance.

 

Desert Troll

https://dl.dropboxus...ity/troll_9.jpg

Slime Troll

https://dl.dropboxus...ty/troll_10.jpg

Ice Troll

https://dl.dropboxus...ty/troll_11.jpg

Stone Troll

https://dl.dropboxus...ty/troll_12.jpg

Rock Troll

https://dl.dropboxus...ty/troll_13.jpg



#17
kamal_

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Mur-zhagul : "Mur-zhagul appear as normal trolls in posture and shape. Their skin however is red-orange and covered in fine scales."

I made the scales white by default, so you can tint them any color. I tinted them to match their description for this picture. I like these guys better with bigger scales, but the description says fine scales. Unless this look is real popular I am going to redo this texture and layer the scales over the stock texture instead of replacing the stock texture completely like in this screenshot.

https://dl.dropboxus...ty/troll_14.jpg



#18
Eguintir Eligard

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What kind of foliage are we talking? I redid the barksin spell vfx in Islander to show him slowly shedding leaves. We could do that, or attach the leafs at specific points (any attachment point, helm, wrist, shoulder etc) for non-falling, fixed leaves. The graphic is already in NWN2.

 

EDIT: Ok not that kind of graphic, they were only small single leaves. However, if you pull a thick bush graphic off an appropriate shrub or tree, I can show you how to or simply do the VFX you need.



#19
kamal_

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I decided that my proposed mur-zhaghul texture works vetter for a scrag since scrags are also supposed to be scaly.

Here is a screen of the scrag (at left) and the new mur-zhagul (center and right). The mur-zhagul blends the scrag scaly texture with the stock texture.
https://dl.dropboxus...ty/troll_15.jpg

Here is the alternate large scale texture. I like it so it will be an included option.
https://dl.dropboxus...ty/troll_16.jpg

#20
kamal_

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Updated Vault 2.0 and Nexus.

back row: retint, bladerager 1, bladerager 2, forest, desert, ice/snow, stone

front row: rock, scrag, mur-zhagul, arcane, spirit/spectral (which is arcane with a custom vfx combining fx_invisibility and modified imaskari golem fx)

 

That makes all the texturally distinct troll varieties I was able to find, so this project is done.

 

troll_18.jpg


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#21
Dann-J

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Troll-tastic!

 

I created a basic mountain troll a while back by reskinning the hide armour variant with a pale tintable skin (see below, tinted grey). Then there's the plate armour variant... :P

 

 

14169983721_d38dea1ee2.jpgtn_83070_jpg.jpg



#22
kamal_

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I forgot to mention slime troll, in there in between desert and snow.

Hmm, yes, the armored versions. Forgot about them. I will check and make sure things work with them, unless someone wants to be nice and check for me.

#23
Happycrow

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A club that big needs Onhit: Knockdown.  =)

 

This is great.  We need the variations.  Once I figure out why I can't use my custom baseitems.2da any more, I'll look at doing a round on some other humanoids the same way.



#24
kamal_

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Hide and Plate armor trolls now available in reskins. As is the Fell Troll....

Also the regular trolls get the better textured fell troll loincloth.

ok, now this project is complete.

(Vault 2.0 for now, Nexus in the morning)

 

troll_19.jpg


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#25
Eguintir Eligard

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There are too many trolls. Why are there more troll races than any other monster or player race in the game?