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Hordes of the Underdark Revisited


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#151
rjshae

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Why? Because you don't have one? I can port it from the original HOTU if you need.

 

If you have an interest, that would be great!



#152
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Consider it done then! I'm away from home this week, but I'll start working on it as soon as I'm back.
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#153
rjshae

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Consider it done then! I'm away from home this week, but I'll start working on it as soon as I'm back.

 

That's very nice of you. Thank you.



#154
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The most difficult part is done (i.e. rigging and skinning the model):

1026-1-1458504298.png

 

I noticed NWN had the "Hook horror" and the "Vrock" critters, and that there were two texture files for the hook horror, so here are the three options (c_hookhorror_cl_body01, 02 and 03). I added a fourth version, tintable:

1026-0-1458504298.png

 

Next I'll export the animations (not difficult, but time consuming as it requires finding the starting frame and the ending frame of the animations, and which NWN one corresponds to which NWN2 one).


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#155
kamal_

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Does the vrock have a wing node or whatever it is that's needed to give it wings? A lot of the artwork available via google search shows them with wings.



#156
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Not yet, but I'll do it. Since I only exported the idle animation, it'll be easy to add an attachment point for the wings and reexport all the animations. However, I'll have to recreate the wings animations first (for NWN2 existing models, the reason is that animations can't be imported in 3ds max. For NWN models, it's because the animations don't have the same duration for the same event. Walking for example takes 25 frames for the cow and 35 for the dragon).

#157
WrayeOfSunshine

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Now is exactly the wrong time to bring it up, but Project Q has a rather good Vrock variant with 'normal' arms, which he keeps menacingly folded across his chest. Rather than...whatever in God's name the original model is meant to have. Backwards-facing, impossibly spindly spike-whips instead of hands?



#158
kamal_

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Without the wings I suppose it could also be used as a hook horror.



#159
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I've got the wings. I now need to have the wings skeleton match the vrock animations, and make sure the animations durations match.



#160
rjshae

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That's going to be a nice addition, even for a low-poly NWN model.



#161
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I'm still trying to improve the appearance of the beast (it still does look like a low poly model!). In the meantime, here are a few pictures of the hook horror / vrock with wings:

1026-0-1459035303.png

1026-1-1459035303.png

(I changed the tint map, I found the first version too basic)

 

1026-2-1459035302.png

(yep, two possible types of wings: "angel like" - which is tintable -  or "eagle feathered" - which is not)


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#162
rjshae

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I do like the look of those wings.   B) The creatures will make pretty decent sci-fi aliens in a pinch.



#163
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I finally created a new mesh (4000 faces as opposed to 1400 for the NWN version):

1026-0-1459112686.png

 

It's not so visible an improvement, but the beast is less "square" when you're close.


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#164
rjshae

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I've been side tracked a bit on this due to a couple of other projects, but I plan to get back to it soon. Meanwhile I've been contemplating what to do about a couple of main rooms: the two long hallways with the mirrors and the dead kings.

 

I wanted to find a model with a dramatic fantasy mirror, but didn't have much luck there. I have something in mind for this now though, so we'll see how it goes.

 

For the thrones I'll probably using the existing throne assets, although I think I want to place them all on a raised dias; that seems only proper. I'll need to build that model (models?) and match it to the tileset textures. Are the thrones tintable? It looks like they aren't. Hmm...

 

I am looking forward to the release of the hook horror model. I think that will be useful for just about anybody building an Underdark module, and I can certainly make use of it.  :)



#165
Tchos

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There are several magic mirrors in the Witcher set.  What is the HotU one supposed to look like?



#166
rjshae

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There are several magic mirrors in the Witcher set.  What is the HotU one supposed to look like?

 

That sounds like an interesting option. The one in the NWN set is pretty bland (just an oval shape), so I was looking for a more distinctive appearance. A full height mirror would be good.



#167
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I am looking forward to the release of the hook horror model. I think that will be useful for just about anybody building an Underdark module, and I can certainly make use of it.  :)

It's progressing quite well. It takes longer than I thought because of the wings (all the animations are done, but since the hook horror and the wings use different skeletons [NWN2 way of adding optional parts to a body] I need to reset the wings skeleton node to the hook horror height).
By the way I noticed the vrock is more than a hook horror with wings: it's drawn with claws, and in some pictures it's shown wielding pole arms, spears or whips, so I'm also adding the attachment points for weapons, shield, etc... and of course making a version with talons.
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#168
Tchos

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That sounds like an interesting option. The one in the NWN set is pretty bland (just an oval shape), so I was looking for a more distinctive appearance. A full height mirror would be good.

 

This is the evil mirror, which is in the existing pack.  There are a couple of others that aren't evil, but fancy.  They're used by the sorceresses as communication devices.

https://www.dropbox....17-01-06-92.jpg


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#169
rjshae

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This is the evil mirror, which is in the existing pack.  There are a couple of others that aren't evil, but fancy.  They're used by the sorceresses as communication devices.

https://www.dropbox....17-01-06-92.jpg

 

Yes, I just grabbed that one. It looks good and I think it will serve, especially if I add some sort of visual effects. Thank you.

 

Ed.: there's a nice throne in there as well. I'm also going to make use of that one, after I refine the tinting.



#170
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Okay, tinting configured for most of the thrones. There should be enough variety now, I expect.

NWN2_SS_040216_204703_zpsocjpcaqs.jpg

 

Hmm, does the skeleton have a sitting animation I wonder? If not, I may have to use a static model.



#171
Tchos

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I don't know about actual skeletons, but humans that just look like skeletons can certainly sit.  I made a set of skeleton-looking humans so I could use all of the human armour, clothes, accessories, etc. without having to duplicate the whole set for skeletons.  Actual skeletons might have the normal animations as well, though.  I didn't check.

 

1 2 3 4 5


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#172
PJ156

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I'm late to this but there is a very nice mirror in the cc_Elysius_misc set. The one from Tchos is just as good but it's another option.

 

Some of those thrones I have already tinted up. Did you use mine, other wise, again, you have some other options? 

 

PJ



#173
rjshae

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I don't know about actual skeletons, but humans that just look like skeletons can certainly sit.  I made a set of skeleton-looking humans so I could use all of the human armour, clothes, accessories, etc. without having to duplicate the whole set for skeletons.  Actual skeletons might have the normal animations as well, though.  I didn't check.

 

Those look like they would work very well. I checked the appearance.2da file and it looks like Skeletons (row 537) have the use the P_HHM_Skel skeleton file. Presumably that means they use the human male animation files? But the range of appearances is pretty limited; I can't swap the helm or cloak, for example. It sounds like yours would be a better solution, if you're willing to share. If not, I understand.  :)

 

Some of those thrones I have already tinted up. Did you use mine, other wise, again, you have some other options? 

 

Alas, I made my own tint maps. I wasn't aware you had already built some. Ah well. 

 

I found a bone throne in NWN that looks like it has a decent poly count. If I can track down the texture files, that might make an interesting addition to the mix. Or I can plunk it down in a different area.



#174
Tchos

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Those look like they would work very well. I checked the appearance.2da file and it looks like Skeletons (row 537) have the use the P_HHM_Skel skeleton file. Presumably that means they use the human male animation files? But the range of appearances is pretty limited; I can't swap the helm or cloak, for example. It sounds like yours would be a better solution, if you're willing to share. If not, I understand.

 

All I did was use MDB Cloner to duplicate three files, but I already shared them in the BSoCC campaign and everyone is welcome to use them.  All you need to do is copy the files out of the Tchos' Extras folder.  I believe P_HHM_Head126.mdb, P_HHM_NK_Body240.mdb, and P_HHM_NK_Body241.mdb are the only ones you need.  Give your human male that head, and pick one of the bodies from the Armour Set tab (under the "naked" category), then you can put helms and cloaks and other accessories on it.  I used both a helm and a cloak on the Skeletal Pirate blueprint.

 

As with all heads and body/armour pieces that use the standard naming conventions, you don't need to alter any 2DAs to use them.

 

P.S., if you use these for enemies, be sure you give it the undead properties and categorisation and such.  Easiest way is to copy an actual undead blueprint, and change its appearance to human.


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#175
rjshae

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Thank you. Unfortunately I have no idea what you mean by BSoCC, and a Google didn't help.