Author Topic: Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs  (Read 866 times)

Legacy_The Amethyst Dragon

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #30 on: March 07, 2014, 02:24:56 pm »


               

PHoD's Sarcophagi:


 


01_pho10.jpg



               
               

               
            

Legacy_NWN_baba yaga

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #31 on: March 07, 2014, 05:59:38 pm »


               

@PHOD


 


I have a hard time not just focusing on your wicked bombshells you place in the middle of your screens... '<img'>



               
               

               
            

Legacy_Tiberius_Morguhn

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #32 on: March 07, 2014, 10:38:08 pm »


               

Working on a skeleton replacer for this months contest.  I love the ProjectQ skeleton by six and started with it as a base (that model has 1100 polys).  Below is the reworked model (~5600 polys) that has had the legs, feet and forearms redone along with texture replacements.  Bioware skeleton for reference.


 


skeleton3.jpg


 


 


EDIT:  An alternative texture....


 


skeleton4.jpg



               
               

               
            

Legacy_gutwrench66kg

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #33 on: March 07, 2014, 10:50:24 pm »


               

whoa.. an actual radius, ulna, tibia, and fibula? Real feet?!  This Rehabilitative specialist gives it 2 thumbs up!



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #34 on: March 08, 2014, 02:09:01 am »


               

baba_yaga - It's not my fault, she places herself!



               
               

               
            

Legacy_Shadooow

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #35 on: March 09, 2014, 02:42:09 am »


               

Raised crypt is finished. DOWNLOAD in my google drive folder (raised_crypt.zip)


Example image:


raisedcrypt.jpg


 


Notes: this work currently consist of 8 extra tiles (3 raised corridor tiles, 4 tiles for the raised wall and one new edge tile). So far only corridor is possible to be painted on the sloping terrain as I don't think it would looked well if there would be anything else such as corridor-end tile (got some ideas how to improve this, but I guess nothing I could finish this month, but maybe later). Models are not compiled neither put into hak yet - the zip is basically copy of my working folder. This addition is made on vanilla crypt version, if you use the diagonal walls you need to merge it (Possibly I can do the diagonall walls version if you wish). And as I said already, toggle Fade geometry in the toolset to get rid of the grid - its purpose is only to help to build the raised terrain, its not visible in game (texture comes from Sen's Mines and Caves tileset but its included within files so it works standalone).


 


Im still working on the raised dungeon, not sure if its even in the scope of this challenge, if not I will release it standalone.


 


I playtested it very thoroughly, but if you find any issues let me know.



               
               

               
            

Legacy_3RavensMore

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #36 on: March 09, 2014, 03:41:16 am »


               

Looks awesome Shadoow!   It's amazing with a bit of elevation can do -- it adds a whole new dimension!  Okay -- you can smack me for the pun.  Diagonal walls?  That would be just perfect!  '<img'>



               
               

               
            

Legacy_Shadooow

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #37 on: March 09, 2014, 04:31:44 am »


               


Looks awesome Shadoow!   It's amazing with a bit of elevation can do -- it adds a whole new dimension!  Okay -- you can smack me for the pun.  Diagonal walls?  That would be just perfect!  '<img'>




Just to be clear, diagonal walls are already existing and afaik the only existing addition (not counting ceilings) to the vanilla crypt tileset. This addition has unfortunately some side issues such as visibility on the other side as a result of engine limitation but overally its great addition and this problem has only one or two tiles.


 


What I proposed was that I could make a version that includes this addition (which now conflict with my version as it uses the same tile IDs). Also, I could probably make a version with ceiling (did Zwerkules made a ceilings for crypt? if not I remember that there are ceiling in nwncq).


               
               

               
            

Legacy_Fester Pot

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #38 on: March 09, 2014, 01:01:02 pm »


               

I'd love to see a raised city tileset, where the buildings follow the elevation of the street.


 


Regardless, looks nice there Shadooow! '<img'>


 


FP!



               
               

               
            

Legacy_shadguy

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #39 on: March 09, 2014, 07:08:09 pm »


               


 


Im still working on the raised dungeon, not sure if its even in the scope of this challenge, if not I will release it standalone.




 


I don't know if this overlaps with what you have in mind, or if it is an orthogonal effort, but Acropole did add some raise/lower features to the BW dungeon tileset a while back:


 


http://nwvault.ign.c....Detail&id=6635


 


-shadguy


               
               

               
            

Legacy_Shadooow

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #40 on: March 09, 2014, 08:44:44 pm »


               


I don't know if this overlaps with what you have in mind, or if it is an orthogonal effort, but Acropole did add some raise/lower features to the BW dungeon tileset a while back:


 


http://nwvault.ign.c....Detail&id=6635


 


-shadguy




Yup, I am aware of this hak. But it doesn't overlap with what Im doing, this is completely different approach with different usage.


 




I'd love to see a raised city tileset, where the buildings follow the elevation of the street.


 


Regardless, looks nice there Shadooow! '<img'>


 


FP!




 


I will try to do it there too with alley crosser perhaps, but I dont realy think it will look very well, Im raising the tiles too high I think and they are sloped in almost or exactly 45° which might on big buildings looks weird. I am not a modeller, all I do is a Z position change to the existing models and if it turns out too sloping, I am not able to edit it, polish it and make it more seamless. Thats unfortunately above my skills.



               
               

               
            

Legacy_The Mad Poet

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #41 on: March 10, 2014, 05:09:08 am »


               


Raised crypt is finished. DOWNLOAD in my google drive folder (raised_crypt.zip)


Example image:


 


 


Notes: this work currently consist of 8 extra tiles (3 raised corridor tiles, 4 tiles for the raised wall and one new edge tile). So far only corridor is possible to be painted on the sloping terrain as I don't think it would looked well if there would be anything else such as corridor-end tile (got some ideas how to improve this, but I guess nothing I could finish this month, but maybe later). Models are not compiled neither put into hak yet - the zip is basically copy of my working folder. This addition is made on vanilla crypt version, if you use the diagonal walls you need to merge it (Possibly I can do the diagonall walls version if you wish). And as I said already, toggle Fade geometry in the toolset to get rid of the grid - its purpose is only to help to build the raised terrain, its not visible in game (texture comes from Sen's Mines and Caves tileset but its included within files so it works standalone).


 


Im still working on the raised dungeon, not sure if its even in the scope of this challenge, if not I will release it standalone.


 


I playtested it very thoroughly, but if you find any issues let me know.




 


I'm sorry, strange and possibly stupid question, does this hak override or create a new crypt tileset?


               
               

               
            

Legacy_Shadooow

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #42 on: March 10, 2014, 06:44:02 am »


               

technically neither '<img'> its addition for vanilla tileset as it doesnt override anything - it doesnt make a new tileset in a tileset list though and neither I plan this, if from some reason you want to do that you have to do it on your own, I think this is a bad practice in general



               
               

               
            

Legacy_Proleric

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #43 on: March 11, 2014, 03:41:13 pm »


               Minor problem with the Flying Fiery Serpent. The large size is fine, but now I'm trying to convert Maleioch's medium and small models. The wings are attached to the wing node in the toolset, so I'm using WING_TAIL_SCALE in appearance.2da to make the wings smaller, in proportion to the model. The wings themselves are fine, but the glow VFX does not scale. In the following screenshot, you can just make out the tiny wings, surrounded by the massive glow of the full size phantom "wings":

tiny_serpent.jpg

Setting TARGETABLE=0 has no effect. Any thoughts on how to fix this?
               
               

               
            

Legacy_Zarathustra217

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Custom Content Challenge: March 2014: Catacombs, Crypts, and Tombs
« Reply #44 on: March 11, 2014, 04:58:16 pm »


               

I'm afraid there's no way to circumvent that, at least as far as I'm aware. The same occurs when using invisible creature appearances to scale creatures. In your case, it might be worthwhile to create a new version of the wings model that are scaled down - or just make the wings a part of the model.