Wizard's Tower: Include wizard tower exteriors, curved interior tiles with ornate windows, arcane furnishings, eclectic apparatus', homonoculi, tome stands, elaborate study desks and ornate cushioned chairs, scroll racks, shelves of arcane materials, scrying pools and crystal balls, small hanging cages for holding imps, teleportation platforms, crude telescopes, animated brooms or other objects, magic mirrors, and just generally weird arcane stuff for cluttering up the Wizard's study.
Custom Content Challenge: November 2015: Wizard's Tower
#1
Posté 02 novembre 2015 - 05:53
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#2
Posté 02 novembre 2015 - 05:53
Announced/Intended Projects:
Books (inventory icons) by Birdman076
Book (item model) by ShadowM
Emailed/Downloaded Projects:
Wizard Tower (tile group) by Asymmetric
Wizard Tower Loadscreens (loadscreens) by Fester Pot
Animated Potions (inventory icons) by MerricksDad
Books (placeable models) by MerricksDad
Hands of Binding (placeable models) by MerricksDad
Teleport Circle (placeable model) by MerricksDad
Teleporter Control Box (placeable model) by MerricksDad
Fancy Matching Chests of Drawers (placeable models) by OldTimeRadio
Planar Orrery (placeable model) by PLUSH HYENA of DOOM
PHoD Wizard Tower I (placeable model) by PLUSH HYENA of DOOM
PHoD Wizard Tower II - Winter (placeable model) by PLUSH HYENA of DOOM
PHoD Wizard Tower III - Evil (placeable model) by PLUSH HYENA of DOOM
PHoD Wizard Tower IV (placeable model) by PLUSH HYENA of DOOM
PHoD Wizard Tower V - Desert (placeable model) by PLUSH HYENA of DOOM
PHoD Wizard Tower VI - Fantasy (placeable model) by PLUSH HYENA of DOOM
PHoD Wizard Tower VII - Rustic (placeable model) by PLUSH HYENA of DOOM
4x4 Round Tower (mini tileset) by Pstemarie
Wizard (creature model) by Shemsu-Heru
#3
Posté 02 novembre 2015 - 11:04
There aren't many wizards or sorcerers in Demoness Tales, since grappling with the arcane is something almost never accomplished by mere mortals and generally reserved for High Planar creatures. And those few mortals who have mastered what the dirty soil-eating proles, in their ignorance, call "magic" would assuredly not live in obvious dirty great towers since sorcery is forbidden in most realms on pain of death due to certain unfortunate incidents of the past. They usually hide in caves and things...
BUT, that said, since I'm currently nailing a load of huge, architectural stuff together anyway, I shall be taking my trusty big brick to some unsuspecting gmax meshes and doing a set of Wizard Tower exterior models. (I have some "alternate" uses for what I have in mind).
Just a sudden afterthought - weird arcane Planar Orreries are sort of relevant... I'm building one at the moment but it's not quite finished, not doing exactly what I want it to. But if I finish it this month... thus far it looks like this...

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#5
Posté 03 novembre 2015 - 05:43
I could really use a 3x3 round interior (or larger),
From a module building perspective, plain is good, e.g a stone building that can serve as many sorts of tower or temple when dressed with placeables.
http://neverwinterva...or-mini-tileset
Can you not do so with this mini tileset?
- OldTimeRadio aime ceci
#6
Posté 03 novembre 2015 - 10:14
Cool find, werelynx!
#7
Posté 03 novembre 2015 - 11:52
http://neverwinterva...or-mini-tileset
Can you not do so with this mini tileset?
This mini tileset made it into the CEP (as part of the extended Castle Interior 1), btw.
- KlatchainCoffee aime ceci
#8
Posté 04 novembre 2015 - 12:31
How about an exterior version of that, terrain instead of group, and with multiple variations for varied wizard towers? Or would that just be odd/overkill?
#9
Posté 04 novembre 2015 - 07:57
http://neverwinterva...or-mini-tileset
Can you not do so with this mini tileset?
I'm already using the CEP version of the mini tileset, but, strictly speaking, the largest round tower available is 2 x 2.
The tricks mentioned in your link allow you to build a 3 x n room with flat walls and round corners, but not a round tower 3 x 3 or 4 x 4, which is what I need, ideally.
Still, thanks for the link - that version of the mini tileset is much easier to work with.
#10
Posté 04 novembre 2015 - 10:30
Ok, I'm going to make a mini-tileset for a 4x4 round tower. I've got the basic shape laid in, but need to know what kind of features people are looking at - central circular staircase (going up and down), outer rim staircases, inner rooms, etc.?
- Proleric, Kendaric Varkellen, boodah83 et 7 autres aiment ceci
#11
Posté 04 novembre 2015 - 12:40
All of the above
.
TR
- OldTimeRadio et meaglyn aiment ceci
#12
Posté 04 novembre 2015 - 12:44
Ok, I'm going to make a mini-tileset for a 4x4 round tower. I've got the basic shape laid in, but need to know what kind of features people are looking at - central circular staircase (going up and down), outer rim staircases, inner rooms, etc.?
I´d say go for an outer rim staircase, though whatever you think works best is fine.
#13
Posté 04 novembre 2015 - 04:48
Ok, I'm going to make a mini-tileset for a 4x4 round tower. I've got the basic shape laid in, but need to know what kind of features people are looking at - central circular staircase (going up and down), outer rim staircases, inner rooms, etc.?
Excellent!
At minimum, a featureless 4 x 4 round space with no rooms or stairs, with options for at least one transition door (preferably large) and staircase.
All those other features sound great, too.
If stone colour variants are easy to do, apart from basic grey, I'd suggest dark, white and/or sandstone.
My moon-on-a-stick would be a vaulted dome ceiling - but, really, the basic 4 x 4 tower would do it for me. Can't wait!
#14
Posté 04 novembre 2015 - 08:03
Getting the domed ceiling to look right is the hard part. The best looking domed version I've made has the dome peak sitting 2000 cm (2 tiles) above the floor - matching the radius of the chamber. While it looks good geometrically, it's overkill by game standards - the ceiling is so high you'd never see it. With the peak at 800 cm above the floor (the same height as Classic Dungeon), the dome looks squashed. Therefore, I'm heavily inclined to stick with a more traditional layout - no ceiling - for the tileset.
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#15
Posté 04 novembre 2015 - 10:43
Ok, I'm going to make a mini-tileset for a 4x4 round tower. I've got the basic shape laid in, but need to know what kind of features people are looking at - central circular staircase (going up and down), outer rim staircases, inner rooms, etc.?
Feel free to use parts of the Dungeon interior spiral staircase I made http://neverwinterva...t-spiral-stairs if they save you some work. ![]()
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#16
Posté 05 novembre 2015 - 01:14
Hmmm can't get the room to paint - I also forgot to flip the normals on the wall geometry (that I can fix easily enough). Since I stink at making SET files, anyone care to take a look and see what's wrong?
https://www.dropbox....izTower.7z?dl=0
#17
Posté 05 novembre 2015 - 03:38
I think the problem is, that you don't have any tiles for the floor terrain (all the a01 tiles are assigned to the tower 4x4 group), so if you don't want to add an actual floor terrain (and just have groups), delete the floor terrain from the set file and rename every instance of it to wall. I did try that and it works.
Just in case my explanation doesn't make much sense, I'll send you the changed set and itp files.
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#18
Posté 05 novembre 2015 - 06:03
Sorry to be such a noob, but I'm having trouble trying to get a model imported into the toolset. I think I have the hak file set up correctly with placeables.2da, mdl, tga, and wok file entries, and I created a custom placeable with the item's correct appearance entry selected. The model shows up fine in Blender when imported via Neverblender. The only problem is it won't show up in the toolset (including the blueprint's preview window). Any suggestions?
#19
Posté 05 novembre 2015 - 10:45
I think the problem is, that you don't have any tiles for the floor terrain (all the a01 tiles are assigned to the tower 4x4 group), so if you don't want to add an actual floor terrain (and just have groups), delete the floor terrain from the set file and rename every instance of it to wall. I did try that and it works.
Just in case my explanation doesn't make much sense, I'll send you the changed set and itp files.
[Facepalms] Thanks old friend, that solution was so obvious I'd have never figured it out. ![]()
#20
Posté 05 novembre 2015 - 01:28
@Pstemarie: Tbh, took me quiet a while and several different trial-and-error approaches to figure that out. Forest for the trees and all that.
@rjshae: Hm, quite hard to tell what the problem is without seeing the actual mdl, plus I don't have any experience with Blender (and the Never Blender export scripts) yet. Only thing I can say offhand is that a placeable should come with a pwk, not a wok file, but maybe you meant that and I doubt it has anything to do with the model not showing up anyway.
#21
Posté 05 novembre 2015 - 02:09
@rjshae: Only thing I can think of right of hand is check your mdl file see if the the nodes have a render line and make sure it is set to 1. If I think of anything else I will post again.
#22
Posté 05 novembre 2015 - 02:25
@rjshae: Hm, quite hard to tell what the problem is without seeing the actual mdl, plus I don't have any experience with Blender (and the Never Blender export scripts) yet. Only thing I can say offhand is that a placeable should come with a pwk, not a wok file, but maybe you meant that and I doubt it has anything to do with the model not showing up anyway.
Unfortunately I don't see an option for exporting with a .pwk file. I'll have to investigate that. Thanks. Here's a copy in case somebody is interested in seeing if they can spot the problem. ![]()
@rjshae: Only thing I can think of right of hand is check your mdl file see if the the nodes have a render line and make sure it is set to 1. If I think of anything else I will post again.
Yes it has a "render 1" entry. Thanks.
#23
Posté 05 novembre 2015 - 03:26
Unfortunately I don't see an option for exporting with a .pwk file. I'll have to investigate that. Thanks. Here's a copy in case somebody is interested in seeing if they can spot the problem.
Yes it has a "render 1" entry. Thanks.
You have the classification set to 'tile' on the 'Aurora Dummy Properties' for your chair's main empty/dummy node. Try switching it to 'character' in Blender.
The PWK will be exported automatically – in Blender you need to create another empty (I usually the same name as the placeable but with the suffix '_PWK'. Set the Aurora Dummy Properties to 'pwk rootdummy' for this one, and make it a parent of your PWK mesh. It should export automatically with your placeable.
If you want to ensure people face the right way when they sit in the chair, you'll also need a use dummy connected to your new PWK empty. Create another empty in front of the chair, with the name <suffix>_pwk_use01 (where <suffix> is the three letter suffix for your chair) – don't need to set any dummy properties on that one.
Let me know if this works - if not will have another look.
- rjshae aime ceci
#24
Posté 05 novembre 2015 - 08:04
A random idea (probably not the last for this contest): a portal with a 'slideshow' of different 'worlds' rotating through it - possibly achieved by a flat animation within a door-like frame. The slideshow may even be based on screenies of builds done in various nwn tilesets. ![]()
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#25
Posté 05 novembre 2015 - 10:40
Unfortunately I don't see an option for exporting with a .pwk file. I'll have to investigate that. Thanks. Here's a copy in case somebody is interested in seeing if they can spot the problem.
Yes it has a "render 1" entry. Thanks.
I had a look. The mdl rootdummy has its' supermodel set to "Trone". You need to set it to "null". It seems NWN doesn't like having a supermodel in placeables and it won't render at all. Supermodels only works for creatures I assume.
As for the walkmesh, see Gunnersausus comment, i.e. use a second empty with type pwk rootdummy for placeable walkmeshes. Then change the classification of your mdl rootdummy to "Character".
FYI: I'm working on neverblender at the moment. Making it a little faster and easier to use. Among other things being less strict about when to export walkmeshes
and offering some predefined node types (for example use and impact nodes)
- Zwerkules, Tarot Redhand, OldTimeRadio et 1 autre aiment ceci





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