"the BSoCC campaign" = The Black Scourge of Candle Cove, my campaign.
Hordes of the Underdark Revisited
#176
Posté 03 avril 2016 - 04:56
#177
Posté 03 avril 2016 - 04:58
*head slap* Of course. Okay, thank you.
#178
Posté 08 avril 2016 - 10:03
Hook horror and Vrock currently almost ready for release. I need to redo the rigging of the hands (when the "blade" is replaced by eagle talons) and reorient the shield and right hand attachment points.
- PJ156 et rjshae aiment ceci
#180
Posté 10 avril 2016 - 02:01
Very cool looking, 4760.
#181
Posté 10 avril 2016 - 02:40
Impressive. It seems that the model can handle weapons. Does it? Or is it a visual effect?
#182
Posté 10 avril 2016 - 04:38
It can handle weapons (but it'll look weird on the version without claws). One last issue to fix and it's good for release.
- PJ156 aime ceci
#183
Posté 10 avril 2016 - 07:07
Really nice work 4760.
PJ
#184
Posté 12 avril 2016 - 09:30
Animations complete (1hs, 1hss, una and D2h = one-handed weapon, one-handed weapon with shield, unarmed, dual wielding - only one attack for two-handed weapons).
Here's how it looks like in game:






I'm not too happy with the two-handed animations, but I'll release the hook horror and vrock as they are. Before I do this however, I need to prepare the corresponding blueprints.
- rjshae et kamal_ aiment ceci
#185
Posté 12 avril 2016 - 05:21
Well they look pretty intimidating. Nice work.
I'm guessing the wings are attachable so I can use the hook horror model without them?
Animations complete (1hs, 1hss, una and D2h = one-handed weapon, one-handed weapon with shield, unarmed, dual wielding - only one attack for two-handed weapons).
I'm not too happy with the two-handed animations, but I'll release the hook horror and vrock as they are. Before I do this however, I need to prepare the corresponding blueprints.
Considering they are large creatures, they can probably wield most two-handed melee weapons with a single claw anyway.
#186
Posté 12 avril 2016 - 06:59
Well they look pretty intimidating. Nice work.
I'm guessing the wings are attachable so I can use the hook horror model without them?
Absolutely.
Considering they are large creatures, they can probably wield most two-handed melee weapons with a single claw anyway.
That's right. So I'll just copy the 1hS files, rename them C2h, O2hS and O2hT, so for the time being two-handed weapons and polearms will use the same animations as the one-handed sword.
#188
Posté 15 avril 2016 - 11:59
Downloaded with my thanks! But you should edit the Nexus link, which is a file management link and can't be accessed by anyone but you.
#189
Posté 16 avril 2016 - 05:44
Thanks for info.
#190
Posté 16 avril 2016 - 06:36
That one works fine!
#191
Posté 16 avril 2016 - 02:30
Woo-hoo! Nabbed it. Thank you for putting this together! ![]()
I don't suppose I could interest you in the Mithral Golem?...
*ducks* ![]()

- PJ156 aime ceci
#192
Posté 17 avril 2016 - 06:22
It's the Titanium Elementals that scare me the most...
...and goblin clerics.
#193
Posté 17 avril 2016 - 06:42
I don't suppose I could interest in the Mithral Golem?
Why not? I've ported already the Adamantine Golem to show Fearzress how to do it, so if I'm right the rigging and animations are already done.
#194
Posté 17 avril 2016 - 03:30
Why not? I've ported already the Adamantine Golem to show Fearzress how to do it, so if I'm right the rigging and animations are already done.
That would be awesome! I won't need it until a later chapter, but to me it's one of the better-looking NWN models. (Probably because of the articulation of the body.) I think it would make a nice addition to the lineup of constructs.
#195
Posté 23 avril 2016 - 01:14
Having never played the first game, I am highly excited for this module. From what I have read, this was NWN's "Mask of the Betrayer."
#196
Posté 23 avril 2016 - 02:29
#197
Posté 23 avril 2016 - 11:27
Why not? I've ported already the Adamantine Golem to show Fearzress how to do it, so if I'm right the rigging and animations are already done.
I was wrong: the NWN golems use at least five different skeletons, and unfortunately the mithral version has its own.
But since you're not in a hurry, I've started to port the bone golem, the flesh golem and the demon golem, so that'll make more options. ![]()
I'm not sure about the jewels golems if I'm gonna include the jewels golems yet.
- rjshae aime ceci
#198
Posté 23 avril 2016 - 03:22
I was wrong: the NWN golems use at least five different skeletons, and unfortunately the mithral version has its own.
But since you're not in a hurry, I've started to port the bone golem, the flesh golem and the demon golem, so that'll make more options.
I'm not sure about the jewels golems if I'm gonna include the jewels golems yet.
Thank you. I checked the Isle of the Maker area and it looks like I can definitely use all three of those.
There's bone golems all over the place, so that will be very welcome (even though it's kind of a fugly model). I don't see any jewel golems in there though, although perhaps they get spawned somewhere?
For the bronze golem I'm going to retint the blade golem; it looks pretty effective, and it already has horns.
Oh yes, I found there's some Vrock in a later area so I'll be able to use those as well. ![]()
#199
Posté 30 avril 2016 - 04:49
The flesh golem, the bone golem, the adamantine golem, the mithral golem and the demon golem are now ported to NWN2.
The adamantine and mithral golems look good, but the others really need a better mesh (I'll keep the NWN low poly models as L02 meshes).
I'm almost done with the bone golem: as soon as the UV mapping is finished, I'll be able to see how it looks in game.
- PJ156 et rjshae aiment ceci
#200
Posté 30 avril 2016 - 06:51
Nice! There's an Adamantine golem in BG2 as, well, so the SOAR project could use that one. Very tough opponents.





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