Sample of low poly book item with Merricksdad texture.

Sample of low poly book item with Merricksdad texture.
wait? what now?
Sorry about that I trying to get the link image working and it saying that I cannot do extensions. Ugg I was trying to fix it before it posted. Ok fixed sorry again. LOL
Interesting - 'Owls with laughter.
TR
wait? what now?
The owls are not what they seem.
Some really good stuff here!
Teleporter control box
https://www.dropbox....Nov2015.7z?dl=0
Edit: Sorry I packed the wrong texture. I updated the hak file just now if you want to see it emitting the runes, which are slightly thinner drawn.
For my own purposes, I was going to make the four sides of these things represent a coordinate system, kind of like the stargate movie had chevrons which aligned to star patterns. In my approach, I was setting X, Y, Z, world on one of the four sides. If you use interactive placeables, you could actually make one of the various runes on any of the pylon sides light up, while dimming the others by changing the opacity on all emitters in the model. It really isn't something you could do with normal placeable animations, but it IS something you could pull off using the various emote designations on a character animation set, in which each emote was keyed to produce an additional glow to a rune. Something to think about, but not something I'm going to do at the moment.
Tower Interior should be finished on Sunday. It won't be much - just a large round group with some stair options (up, down, up/down) and a raised central dais for placement of an altar or summoning circle placeable. There will also be two groups that include prefab interior layouts - kitchen/dining/storage/parlor AND bedroom/study/lab.
I had originally wanted to do wall and doorway crossers, but I can't get them to work with the groups. Right now the only terrain in the set is the group. However, if I eliminate the round groups and just use all those tiles as "floor," it will require some funky tile painting to make a chamber, but the crossers would be possible. Thoughts?

The very depths of a Wizard's domain is not to be taken lightly by even the strongest adventurer in the Realm. Riddled with magical traps, one-way passages and relics of unexplained power, entry to such places rarely see the light of day again.
Padded to 1.69 loadscreens.2da, this twelve loadscreen package starts at line #210 to #221. Builders may need to renumber their own loadscreens.2da to attain these particular additions. They can be found under the Dungeon Tileset.
FP!
Yes, the dais option will be available as will the flat floor. I had to stick to using groups - it makes the tileset much easier to work with from a builder's perspective. My son also suggested a central "bottomless" pit for a feature. I am also planning to do another set of stairs options that have the stairs along the wall perimeter.
Trying out a few GIF animation programs, extracting some stuff out of some and using others to put it back together. These have been done before, but I'm working on some 2x2 large container potions which store up to 20 uses. 64 frame bubbling potions (using TXI) made from two gif animations and a random bottle image I found on google.

I thought I might also show the portal glow animation (imgur converted it to MP4 without asking)
http://i.imgur.com/bZusRzT.mp4
Here are 25 potion varieties making use of the first animation series

And no, I apparently cannot count. That IS 26.
If I get a second today, I might actually finish the spellfire arm sheath. I decided to leave the hand node activated all the time. The other nodes will be activated only on combat animations, that way I can reduce the animation count, as well as fix out-of-sync issues arms and arm-stances have on OC models. This will make it so you can visually see creatures which are using spellfire as a hand-held weapon, and when you enter combat with them, it will flare up and engulf the arm in whatever color the weapon option is set to. If I don't get it out in the next few days, we can at least expect it shortly after as a second project.
Here's a video showing the concept in action. It still has the following issues:

Ok, not going to have time to get the outer rim stairs done. I did manage to squeak out the following:
The dais chamber has no entry or stairs, meaning the Builder will have to drop in a portal placeable and script a transition. I figured since the room is meant to be a summoning chamber this would make the most sense.
Still to do...minimaps for each tile
In the future I will be revisiting this and adding some more features. I just don't have time right now - I have allotted 48 hours to this project and am already over hours by 2. Sorry to those that were hoping for more. Once I've added in the other features, I'll be sure to post an updated entry to the Vault.
Calling mine done for now. Feel free to tinker with it ahead of time.
https://www.dropbox....iztower.7z?dl=0
I'm not super happy with the potions, because the fizzy animation I had required at least 128 frames, but I only used half that. It looks choppy and strange on most of them.
Spellfire arm sheath is also not going to get done this month.
This was "modeling in Edit Poly and play with smoothing groups" month for me so here is a pair of fancy matching chests of drawers with custom open/close animations. Since I was doing a furniture item, I wanted something which would apply to the challenge's theme but also be usable in other contexts.
I'm pleased with how they came out though some of the smoothing posed questions I didn't know how to answer.
The biggest win for me was finding more about the ProBoolean modifier in Max and its "Imprint" functionality. This allowed me to UV map a texture onto a basic Edit Poly mesh and then subdivide the geometry exactly where some texture detail was that I wanted to enhance. I could then pull or push the detail in or out by moving verts as well as applying a separate smoothing group to enhance it even more.

Submitted to the CCC Gmail inbox!
The CCC has a gmail inbox? DOH! ![]()
This was "modeling in Edit Poly and play with smoothing groups" month for me so here is a pair of fancy matching chests of drawers with custom open/close animations. Since I was doing a furniture item, I wanted something which would apply to the challenge's theme but also be usable in other contexts.
I'm pleased with how they came out though some of the smoothing posed questions I didn't know how to answer.
The biggest win for me was finding more about the ProBoolean modifier in Max and its "Imprint" functionality. This allowed me to UV map a texture onto a basic Edit Poly mesh and then subdivide the geometry exactly where some texture detail was that I wanted to enhance. I could then pull or push the detail in or out by moving verts as well as applying a separate smoothing group to enhance it even more.
Submitted to the CCC Gmail inbox!
The drawer animation is fecking awesome!
I'm seeing in your video something I thought was mistake on my video card. When you rotate the light source around the furniture, there is a percent of error in the first shadow poly against the ground. You can see it move out a few centimeters before it snaps to the next internal integer. I thought this was a problem on my end, so I was trying to fix it. Now that I see it in your video, I just know shadows are inherently flawed (more than I thought before).
I made a wizard tower for the tno rural tileset. I think I went a bit overboard with the size (32m, almost as hight as the 4x4 tower group)
By comparison, the Elephant Tower of Yara found in REH's Conan story was 46 meters. The taller, the better in my opinion.
Love the Elephant Tower of Yara!! ![]()
It's Zombie Thread time again.
Now some of you may remember back in November 2015 I put out a request for a simple model in the thread at the end of this link. You may also remember that Shemsu was kind enough to make that model for me. If you do remember you may be wondering whatever happened with it. Well... To cut a long story (RL, other stuff intervened, blah, blah blah), this is what happened ->

That shot from in the toolset shows all 21 (5 of which are robotic) of what I call stone eyes. Each eye is created from 2 hemispheres of finest quality jade that are magically fused together, Unfortunately the process isn't perfect and a seam is visible unless the PC gets really close,

Here is an in-game shot so that you can get an impression of scale. That two-tone effect is nowhere as apparent in game and is more down to the room lighting than anything else. Again, zooming in tends to mostly eliminate it. The above is a shot from the demo module. In that module there is a simple script that makes the eyes track the PC. The effect would be creepier if the movement wasn't quite so jerky. I initially had a problem but thanks to the help I got in the thread this link points to, it now works.
Anyway, 7zipped and sent in. Now unusually for me I have also placed it into my dropbox folder here for anyone who wants to improve it. I will remove it when this ccc is released.
TR