Author Topic: Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs  (Read 863 times)

Legacy_3RavensMore

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #15 on: March 03, 2014, 05:17:20 pm »


               

Well, seeing as I suggested the theme, I'll try to submit something.  It'll no doubt be frightfully primitive though -- that's about my modelling skill set at the moment.



               
               

               
            

Legacy_The Amethyst Dragon

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #16 on: March 03, 2014, 05:32:24 pm »


               


Well, seeing as I suggested the theme, I'll try to submit something.  It'll no doubt be frightfully primitive though -- that's about my modelling skill set at the moment.




The more the merrier, and a primative model isn't always a bad thing.  We all started out not having tons of skills with different parts fo the game, and the CCC is a great way to both practice and get helpful advice on how to improve what we do.  So...if you have something in mind and are stumped on exactly how to make it, feel free to ask and others of us here may be able to help you figure out how to do it.


               
               

               
            

Legacy_Wall3T

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #17 on: March 03, 2014, 09:35:53 pm »


               


How come you know this place and I don't while I am from the Czech republic? '<img'>


 




 


ancient chinese secret '<img'> it sorta came to me while i was looking up inspirations for (i think) scotland abbies (of all things lol)


               
               

               
            

Legacy_TheBarbarian

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #18 on: March 03, 2014, 09:54:51 pm »


               

So it turns out that cloning tilesets is extremely easy, thanks to the efforts of others and the many working examples to examine.


 


ccc201404beholdercaves_zpsc5d82745.jpg


 


Guess it's time to open up the models. Get rid of the smoke, maybe turn the "drips" on the walls into skulls instead, or just make them broader and less "drippy". There's space in the beholder caves tileset for extra 1x1 tiles - I think I'll tackle getting the "Mass Grave" tile from the Crypt tileset in there next, see how horribly difficult adding extra tiles can really be. Wish me luck! :-)



               
               

               
            

Legacy_rjshae

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #19 on: March 04, 2014, 06:01:52 pm »


               

Posted this in the wrong thread... d'oh! ':blush:'


 


 


A collection of simple, placeable monster skulls might be nice; even just humanoid-shaped ones with horns, for example.


 


Another thought: the Libris Mortis supplement.



               
               

               
            

Legacy_Shadooow

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #20 on: March 06, 2014, 06:46:17 pm »


               

Some more suggestions:


 


more projectile trap origin placeables: inspiration1, inspiration2, inspiration3 (all from Dungeon Keeper)


more levers, also wall levers: inspiration1, inspiration2 (googled it dont know source), perhaps also bit modern style such as push buttons on a wall with use animation


trap mechanism devices with open/close animation, couldn't find image but if you played DDO you know what I am talking about


 


spike trap tile such as from prince of persia (image) for the dungeon/crypt tileset


 


and bit harder:


new spell projectile with the spiked sphere look such as from diablo2 (you know that kind that fires from wall)



               
               

               
            

Legacy_Tiberius_Morguhn

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #21 on: March 06, 2014, 11:36:35 pm »


               

more levers, also wall levers: inspiration1, inspiration2 (googled it dont know source), perhaps also bit modern style such as push buttons on a wall with use animation


 


I added wall levers and wall mounted buttons (both with animations) in the More TNO Placeables hak.  The buttons were included in Project Q as well.  I can make some more like your screenshots above if desired.  Below is a screenshot of the wall levers.  You can see the floor levers and buttons on the linked hak page above.


 


mtp_walllevers.jpg


               
               

               
            

Legacy_Shadooow

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #22 on: March 06, 2014, 11:41:30 pm »


               

I didnt knew about this, this is very good already


 


EDIT: btw you have those buttons inside the collumns - this isnt a good implementation because what I thought of was making them visible only when rogue success on search DC.



               
               

               
            

Legacy_Tiberius_Morguhn

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #23 on: March 07, 2014, 01:47:26 am »


               


I didnt knew about this, this is very good already


 


EDIT: btw you have those buttons inside the collumns - this isnt a good implementation because what I thought of was making them visible only when rogue success on search DC.




 


There are standalone buttons as well that can be placed wherever you wish (but they are based off of the column buttons):


 


buttons.jpg


               
               

               
            

Legacy_Fester Pot

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #24 on: March 07, 2014, 03:44:39 am »


               

Nice work there Tiberius!


 


I do have a question regarding the buttons. When made useable, and placed on a wall as in your screen, how is the walkmesh for the placeable? Some placeables, if made useable off walls, when clicked, do nothing, because the player can't walk close enough to it.


 


Now I understand the buttons can't be out of reach, but just thought I'd ask if that's an issue or not. Is it the size of the PWK that causes these issues with some other placeables? Thought I'd mention it, because those buttons are ready for some serious puzzles! ':wub:'


 


Oh. Oh! OH!


 


How about the exact same button designs as pressure plates for the floor? This way, as a builder, we can create the solution as a visual reference, putting them on the floor in order that the buttons should be pressed when the player comes across them.


 


FP!



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #25 on: March 07, 2014, 03:56:04 am »


               

This new BSN (or whatever thing it's calling itself now) doesn't apparently give me any ability to do anything with screenshots and, as I have no personal Internet access of my own and have to do everything via the system of someone who turns a strange hue, gibbers and suggests that the apocalypse is nigh any time I even make oblique references to setting up Dropbox or anything, I might just as well not be here.


Not that I am here, here being an electronic whassname lurking in quintessential non-being in cyberspace.


 


BUT - doubtless to the dribbling ire of a certain putrid little Spleen who's been doing his pathetic, spiteful best to make me leave the Community - I have decided instead to DESCRIBE VERBALLY the rubbish Hyena submission to this month's CCC.


This is quite easy, as it's very simple. PHoD Sarcophagi.


 


Based on the old BioWare (plc_b10) Sarcophagus, mine are exactly the same only I've given them a new, grotty, lichen-covered stone texture. Oh, and they're inhabited. There's a single closed Placeable, a single one that's open with skeleton lying inside, lid tilted off and a Placeable of a great big pile of them at assorted angles with assorted skeletons in them, or, in some cases, falling out a bit. Interestingly, when I actually put the Sarcophagus and Skeleton models together in gmax it was immediately apparent that the skeleton did not fit inside! So I had to rescale the sarcophagi a tad in order to accommodate the dead gits...


 


I've got very little time this month, so this is probably all I'll be doing. If you REALLY need to SEE them, ask Amethyst Dragon very nicely to post the screenshot which is in the folder along with the Placeables which I'm going to e-mail right now, just in case, as is quite possible, I have to dash off again, being involved in volunteer work on a tagging program for Sharks which involves Fifi and I throwing ourselves into not at all warm water to irritate Sharks with radio transmitters and stuff. Oddly, we're the only ones who actually want to do this. And thus I'm nowhere near this computer. If I do have time, I may expand the range of Sarcophagi a bit.



               
               

               
            

Legacy_Shadooow

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #26 on: March 07, 2014, 05:11:21 am »


               


buttons.jpg




Perfect. Even if they wouldnt be pushable its a great addition.


 


Now what about the trap control device with open animation? ':rolleyes:' I couldnt find any image so maybe im using wrong words for this so in that case what I mean is a small hidden box on a wall that might be locked and must be opened first before rogue can attempt to disarm the trap mechanism.



               
               

               
            

Legacy_Tiberius_Morguhn

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #27 on: March 07, 2014, 05:24:15 am »


               

Sorry for the confusion ... just to be clear the levers and the buttons are *already* in the More TNO Placeables hak.  So...this is not a submission for the CC for the month.  Sorry for the hijack. 


 


FesterPot - I have used the buttons on other placeables without issue.  Let me try them on the wall just to make sure.


 


 


EDIT:  Update...just tried using the buttons from the screenshot I provided.  They work fine in the walls.  PC can acess them even when stacked like I show. 



               
               

               
            

Legacy_Shadooow

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #28 on: March 07, 2014, 07:50:32 am »


               

This time I will join the challenge. What Im working on is a raised terrain in a dungeon/crypt tileset and raised crossers. See image.


 


raiseddungeon.jpg


 


This is based on the Sen's Mines and Caves and works the same way, the grid is fadable and afaik is not showed ingame at all only in toolset where you can toggle it via the tile fading.



               
               

               
            

Legacy_YeoldeFog

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #29 on: March 07, 2014, 11:03:31 am »


               

Hurray for the raised crypts! I will use it as soon as it's finished. Working on a crypt at the moment! '<img'>