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Custom Content Challenge: November 2015: Wizard's Tower


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#1
The Amethyst Dragon

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The theme for this month's challenge: "Wizard's Tower":
  

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.
 
This theme was suggested by rjshae.
 
Guidelines:
  • It must be fully working in game.
  • Use of vanilla NWN or publicly available texture is fine.  Just remember that NWN textures must have dimensions in powers of 2 (2, 4, 8, 16, 32, etc.).
  • Teamwork is welcome.
  • Beginners most welcome. Don't be afraid, just try, you'll be surprised!
  • "Custom Content" includes many sorts of things: models, scripts, prefabs (areas, items, creatures, conversations, quests, etc.), sounds, portraits, or anything else new for the game.
  • All submissions must be finished, working, and emailed to NWNCCCMakers@gmail.com (or a non-Vault link provided) by December 1st, 2015. Sooner than that is perfectly fine too. ;-)
  •  
     
    Somethings you could include in the download/email that would make packaging everything up easier and faster:
  • 2da lines needed.
  • Screenshot from in game for use on the vault page (this also gives me hints on how to display the new goodie). Formats: .bmp, .jpg, .png, or .tga
  • Portraits (if needed) of your new goodie. Placeables and monsters should include a portrait.
  • Inventory icons (if needed) of your new goodie.
  • Any credits you would like listed.
  • If this is your first entry, please tell me what name you would like your work listed under and provide a link to your other NWN content if you want that displayed as well (the link bit is totally optional).
  • Also if you would like an invite to the CC Makers group, send Rolo Kipp a friend invite. The group is nothing spectacular, mostly just documentation on 2da lines.
  •  
    Remember, the Challenge is all about fun, sharing, creativity, and surprise!
     
    This thread is for all sorts of discussion about this month's theme: ideas for things to make, questions/concerns, announcement of what you intend to make, screenshots of work in progress and/or finished projects.  
     
    If you want to discuss the Monthly Custom Content Challenge idea as a whole or wish to submit ideas/themes for future monthly Challenges, please post in its thread here
     
    When submitting a new theme, please provide a title and short summary of the theme.
     
    If you have a technical question about some custom content creation, please create a separate thread so that the answers can be found later by anyone, not just people interested in this Challenge. 
     
    We'll try to help!
     
    Have no fear and join the fun!
     
    And finally, you can: 
     
    Submit theme suggestions. 
    Vote for November's theme.
    Email content to: NWNCCCMakers@gmail.com

    • OldTimeRadio et MerricksDad aiment ceci

    #2
    The Amethyst Dragon

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    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

    Stone Eyes (placeable models) by Tarot Redhand

     



    #3
    PLUSH HYENA of DOOM

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    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...

    PHoDorrery.jpg


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    #4
    Proleric

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    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.
    • Tarot Redhand, Grymlorde, OldTimeRadio et 2 autres aiment ceci

    #5
    werelynx

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    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?


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    #6
    OldTimeRadio

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    Cool find, werelynx!



    #7
    boodah83

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    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.


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    #8
    Verilazic

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    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
    Proleric

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    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
    Pstemarie

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    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.?


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    #11
    Tarot Redhand

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    All of the above  :whistle: .

     

    TR


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    #12
    Kendaric Varkellen

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    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
    Proleric

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    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
    Pstemarie

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    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
    Borden Haelven

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    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
    Pstemarie

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    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
    boodah83

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    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
    rjshae

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    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
    Pstemarie

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    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
    boodah83

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    @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
    cervantes35

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    @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
    rjshae

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    @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
    GunnersaurusRex

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    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.


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    #24
    KlatchainCoffee

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    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
    Asymmetric

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    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)


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