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The FaerzressSparkles Conversion Thread!


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#76
kamal_

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Parrot! Will that be a high Polly model?

 

PJ

fixed :P



#77
Vis

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According to the Vault, CEP is the same license as Q, asking them is nice though, plus it's "in writing" so to speak. :)

 

Also, found better thri-keen here:

http://neverwinterva...r-2013-dark-sun

 

This is something i found a while back some really awesome lookinng thri kreen 

 

http://www.crsponsel...wn2darksun.html

 

http://www.crsponsel...sun_sheet_t.jpg



#78
Dann-J

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I quite like this NWN2 owlbear. I created my own normal map for it (linked to on the second page of the thread).

 

A bulette would certainly be good. It's a fairly jagged and angular beast at the best of times, so a crappy low-polygon NWN creature model would probably do the trick (with a bit of help from a good normal map).

 

I always liked the bone golem in the Icewind Dale games, with the scythe-like arms.

 

uN21YzE.png


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#79
Tchos

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It's good, but I'm still hoping for a bipedal owlbear at some point.



#80
rjshae

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The CEP has five different Owlbears, or at least five reskins. Not sure if they are as good as IAmDeathComeForThee's though.



#81
FaerzressSparkles

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I will leave the Owlbear to someone else to do. Below are some new in-game screenshots. There is an odd issue with some models turning dark when they engage in combat. I am not sure what causes this.

 

BoneGolem_zpssivekjyu.jpg

 

HarpyDead_zpsttykkt72.jpg

 

The running animation of the Harpy is a flying animation, it looks pretty cool in-game.

Harpy2_zpserfanywc.jpg

 

Harpy1_zpspfv9hujn.jpg

 

I like this Ettercap dodge animation. It looks like it was inspired by The Matrix. :P

EttercapDodge_zpsg1vrrkmc.jpg

 

Demonflesh_zpstnmet3mg.jpg

 

Mithril_zpsotedsbdl.jpg


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#82
Dann-J

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The usual hideous low-poly NWN creature models, I see. At least creatures like the harpy will be constantly in motion, so you're less likely to notice how god-awful the model is.

 

That bone golem model is just so horrendous that I regret the few seconds of my life I wasted looking at the image of it. :wacko:



#83
rjshae

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To me the Demonflesh Golem looks half-way decent; there's enough detail on the texture that it helps masks the low poly shape. I'm still liking the Mithral Golem and the Ettercap is also passable. The limbs on the Harpy look like they need some work, but the wings look good. As for the Bone Golem... ah well, the rest animation was amusing at least. :)



#84
Tchos

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I can potentially smooth out some of the polygons for the harpy, but I expect I'll have to improve the texture before I use it.



#85
FaerzressSparkles

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Honestly, I think the Harpy is the ugliest one in the bunch. I can fix that, but I want to get more importations done before I do that. The Bone Golem looks fine to me, it is supposed to be hideous anyway. The Demonflesh Golem did not have as much weighting corrections in these screenshots either, so it looks better now. It did not look that bad to begin with anyway.

 

The ugliest creatures in NWN were the PC models, in my opinion. Goblins and Orcs looked pretty bad too, even for the time that game was released.



#86
Tchos

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In any case, I'll be happy to have the harpy, and I'll certainly make it look "good" (in an appropriately ugly harpy sort of way).
 
Low poly though it is, it's clearly based on the 3.5 Monster Manual illustration.  (Including correct usage of the possessive word "its".)

harpy.jpg



#87
FaerzressSparkles

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Are custom attachment points possible? If not, is there a list of all possible attachment points?



#88
4760

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I would think that attachment points are hard-coded. Here's the list of ap_ that I know of:

 

Attachment Point          Position                              Attached Bone                    Usage

ap_halo                           above the head                   Head                                     status icon vfx (e.g., berserk icon)

 

ap_forehead                   front and center of               Head                                     placement of hair

                                       the head at around

                                       the hairline 

 

ap_eye_right                  front of right eye                   Head                                     eye vfx (e.g., lich eyes)

 

ap_eye_left                     front of left eye                     Head                                     eye vfx (e.g., lich eyes)

 

ap_ear_right                   just outside the center          Head

                                       of the right ear

 

ap_ear_left                     just outside the center          Head

                                       of the left ear

 

ap_mouth                       inside and center of              Head                                    breath weapon vfx

                                       mouth or just outside it

 

ap_camera                     varies with each                    Head                                   position that a camera will point to

                                       creature model, but                                                          during close-ups of the creature in 

                                       usually inside or                                                                cutscenes

                                       somewhere at the front

                                       of the head

 

ap_torso                        front and center of chest       Ribcage

 

ap_back                         back and center of thoracic  Ribcage

                                      region of the spine

 

ap_hand_right               center of palm of right hand  RArm1Palm                         vfx of cast spells, placement of

                                                                                                                                wielded weapons

 

ap_hand_left                 center of palm of left hand    LArm0Palm                          vfx of cast spells, placement of

                                                                                                                                wielded weapons

 

ap_shield_left               center and back of left           LArm02                                placement of shield when equipped

                                     forearm

 

ap_pelvis                      center of the pelvis                root bone of the body’s skeleton

 

ap_tail_tip                     tip of the tail                           last tail bone

 

ap_knee_right               front of right knee                  RLeg1

 

ap_knee_left                 front of left knee                     LLeg1

 

ap_foot_right               between ankles of right leg     RLegAnkle

 

ap_foot_left                 between ankles of left leg        LLegAnkle


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#89
rjshae

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The ugliest creatures in NWN were the PC models, in my opinion. Goblins and Orcs looked pretty bad too, even for the time that game was released.

 

True, but the NWN PC outfits seem a lot more interesting (and varied) than those you get for NWN2.



#90
FaerzressSparkles

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True, but the NWN PC outfits seem a lot more interesting (and varied) than those you get for NWN2.

 

I disagree with that, but everyone is entitled to their own opinion.



#91
kamal_

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Here is the response from The Amethyst Dragon, who is the maintainer/custodian of Project Q for NWN1, on converting creatures from the NWN1 Project Q pack.

When I asked about the difference in the permissions between the Vault and the Q website with regards to porting Q creatures to nwn2:

"I'm going to say let's go with a mix of the two permission levels. Since I'm the current custodian of the collection, I'm going to say yes to porting the Q creatures to NWN2, if they are kept in a single collection/hak when made available to the community for download (with credit/link to the original Project Q download page)."

 

and when I asked about including a "Q creatures for NWN2" pack in a unified NWN2 creature pack (since it's been proposed to update Pain's pack:

"I'm going to say that "Q creatures for NWN2" can go into an all-creatures hak update with proper credit and links."



#92
FaerzressSparkles

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I have begun some work on VFX for the creatures. I will include a new AP for the Mithril Golem's torso area effect, and yes, the Demonflesh Golem is supposed to have one red and one yellow eye. ^_^ I may need to adjust the position on its eye ap points as well.

 

VFX_zps2djl2xry.jpg


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#93
Vis

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The mithril golem looks very nice !



#94
FaerzressSparkles

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The mithril golem looks very nice !

 

Thank you Vis. I still have some weighting work to do on both of them, but they are getting closer to release each day.



#95
FaerzressSparkles

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This is better. I may just use an ear attachment for the other effect on the belly. I would rather keep naming more appropriate. Any ideas how to name an ap for ITEM_HOOK_3 or ITEM_HOOK_4?

 

GolMit_zpssowbg1xw.jpg

 

http://www.rpgamer.c...eens/nwn111.jpg


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#96
4760

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This is better. I may just use an ear attachment for the other effect on the belly.

Why not use ap_torso? Wouldn't it make more sense?



#97
rjshae

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The NWN Monster Replacer mod includes a retexture of the Bone Golem, if you are interested. (Image 11.)

 

Also, Baba Yaga has an improved version of the Ettercap. (Image 11.)



#98
FaerzressSparkles

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Why not use ap_torso? Wouldn't it make more sense?

 

I like the position of it's ap_torso point, but it will not work for this light. I am just using ap_mount for now. Moving ap_torso outside of the creature would not be good either, as it would affect some spell effects on the creature.



#99
FaerzressSparkles

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The NWN Monster Replacer mod includes a retexture of the Bone Golem, if you are interested. (Image 11.)

 

Also, Baba Yaga has an improved version of the Ettercap. (Image 11.)

 

I might be interested in doing those Ettercaps. The CEP and Project Q stuff can be up to someone else to do. I like Ettercaps, and fat belly ones might be fun to whip with 4760's whips.


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#100
FaerzressSparkles

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VFX pretty much done on this one.

 

GolmitVFX_zpsvkzbivq7.jpg


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