Author Topic: D&D Classic Gelatinous Cube  (Read 551 times)

Legacy_The Amethyst Dragon

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D&D Classic Gelatinous Cube
« on: January 04, 2014, 06:04:03 pm »


               Inspired (by ShadowM's slimes) to look at oozes, I decided along the way that BioWare's gelatinous cube just doesn't look right.

Now available for override or for including in a hak is my D&D Classic Gelatinous Cube in all it's "really hard to see in a dark dungeon corridor" glory. '<img'>

Changed coloration and made it much more tranparent.

'Posted
               
               

               


                     Modifié par The Amethyst Dragon, 04 janvier 2014 - 06:23 .
                     
                  


            

Legacy_CaveGnome

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D&D Classic Gelatinous Cube
« Reply #1 on: January 04, 2014, 06:57:29 pm »


               Very Cool! Thanks :-)
               
               

               
            

Legacy_Bluebomber4evr

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« Reply #2 on: January 04, 2014, 07:44:55 pm »


               Nice!
               
               

               
            

Legacy_Frith5

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« Reply #3 on: January 04, 2014, 11:21:27 pm »


               Very nice! We could use some placeable slime trails too, so folks can see 'em in a corridor and freak just a bit.... '<img'>
               
               

               
            

Legacy_Pstemarie

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« Reply #4 on: January 04, 2014, 11:30:12 pm »


               I love this guy - he's going in my HAKs along with the oozes. As an aside has anyone ever done a trap version of green slime - in the DMG its a dungeon hazard as opposed to a critter.
               
               

               
            

Legacy_Tarot Redhand

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« Reply #5 on: January 04, 2014, 11:51:23 pm »


               @Frith5 I'll put that on my to-do list if no one else does them in the mean time. Currently very busy. I am currently working on something that needs 138 more blueprints (which have to sync to previous ones) and modify some scripts before I can tidy the documentation. Once that is done I may be ready to release. Then if nobody else has done the slime trails, I'll give em a try.

This Gelatinous cube is one the few over-rides that I recomend for use with Hrothgar's Resting Place BTW.

TR
               
               

               


                     Modifié par Tarot Redhand, 04 janvier 2014 - 11:56 .
                     
                  


            

Legacy_The Amethyst Dragon

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« Reply #6 on: January 05, 2014, 01:43:52 am »


               

Pstemarie wrote...

I love this guy - he's going in my HAKs along with the oozes. As an aside has anyone ever done a trap version of green slime - in the DMG its a dungeon hazard as opposed to a critter.

I was thinking about that as I remade my own green slimes yesterday.  Maybe as a VFX of a couple of big drips?

If someone could figure out how to do a convincing large dollop from above that splats on the floor, that'd be awesome.  If timed right, it could look like it drops from above, then the slime does it's appear animation at that same spot (which I think looks like it's rising out of the floor)...trap and critter at the same time. '<img'>
               
               

               
            

Legacy_Pstemarie

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« Reply #7 on: January 05, 2014, 02:39:10 am »


               

The Amethyst Dragon wrote...

Pstemarie wrote...

I love this guy - he's going in my HAKs along with the oozes. As an aside has anyone ever done a trap version of green slime - in the DMG its a dungeon hazard as opposed to a critter.

I was thinking about that as I remade my own green slimes yesterday.  Maybe as a VFX of a couple of big drips?

If someone could figure out how to do a convincing large dollop from above that splats on the floor, that'd be awesome.  If timed right, it could look like it drops from above, then the slime does it's appear animation at that same spot (which I think looks like it's rising out of the floor)...trap and critter at the same time. '<img'>


Interesting method. I was thinking more like a trap trigger that drops slime on top of the PC and hits them with a 1d6 Con damage per round for a random number of rounds. Not the same as the "official" version, but close enough to get the point across. 'B)'
               
               

               
            

Legacy_Mecheon

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« Reply #8 on: January 05, 2014, 03:05:24 am »


               It has actually been done! Not well though because as much as I love Atom's dedication to releasing things, he could not skin for the life of him

They're a door tile in at least one release of the CCP but I can't remember which for the life of me
               
               

               
            

Legacy_Empyre65

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« Reply #9 on: January 05, 2014, 10:16:05 am »


               Chapters 2 and 3 of Sands of Fate have some green slimes that drop on you, but not as fancy-looking as you describe.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #10 on: January 05, 2014, 03:08:31 pm »


               <getting a little green...>

The Amethyst Dragon wrote...
I was thinking about that as I remade my own green slimes yesterday.  Maybe as a VFX of a couple of big drips?

If someone could figure out how to do a convincing large dollop from above that splats on the floor, that'd be awesome.  If timed right, it could look like it drops from above, then the slime does it's appear animation at that same spot (which I think looks like it's rising out of the floor)...trap and critter at the same time. '<img'>

this rather catches my interest, as I seem to be in VFX-mode at the moment ;-)

So I'm dabbling... Initial concept is three large dollops of slime (boned) stretching down and plopping together to form a large green slime, with a "I've been slimed!" set of head & torso- aligned VFX to go with it.

I.e. Plop targets target's base and forms slime around feet that then backs off to in front of target, and slimer vfx covers targets head and body with goo (not animated, though I might give it a fade-out cessation anim).

Let's see what I can do :-)

Edit: What's a good height to manifest the plop from? I'm leaning toward 3.5m, but really don't know where most ceilings have been built...

<...goo to advantage>
               
               

               


                     Modifié par Rolo Kipp, 05 janvier 2014 - 03:11 .
                     
                  


            

Legacy_henesua

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« Reply #11 on: January 05, 2014, 03:20:31 pm »


               perhaps 5 meters is a safe height to manifest the plop.

i think its a great idea to do this as a VFX.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #12 on: January 05, 2014, 05:49:07 pm »


               <poking things...>

Proof of Concept works with skinmesh... Getting a bit excited now :-)
Animating...
Edit: Doing this in three stages for flexibility...
*looks around* and rather OT. Moving to a new topic ;-)

<...with sharp sticks>
               
               

               


                     Modifié par Rolo Kipp, 05 janvier 2014 - 05:52 .
                     
                  


            

Legacy_The Amethyst Dragon

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« Reply #13 on: January 05, 2014, 11:29:20 pm »


               Updated Jan. 5, 2014.

Figured out that NWN, at least my copy, doesn't like to display anything with an alpha setting of 0.2 or lower.  An alpha value of 0.21 seems to work just fine. ':?'

New model is ready for download, and I just dumped the slightly modified texture I had been using.
               
               

               
            

Legacy_Pstemarie

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« Reply #14 on: January 06, 2014, 12:07:39 am »


               Thanks AD - I love it. I increased the alpha to 0.41 so my players would stop whining.