Author Topic: MerricksDad's Weapon-A-Day  (Read 5072 times)

Legacy_YeoldeFog

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MerricksDad's Weapon-A-Day
« Reply #60 on: April 11, 2014, 07:06:46 pm »


               

Wow, is that a Skyrim tree? Wh..what, is that for nwn? ':blink:' '<img'>



               
               

               
            

Legacy_rjshae

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MerricksDad's Weapon-A-Day
« Reply #61 on: April 11, 2014, 08:42:38 pm »


               

Speedtree, in a script! '<img'>



               
               

               
            

Legacy_MerricksDad

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MerricksDad's Weapon-A-Day
« Reply #62 on: April 11, 2014, 10:09:54 pm »


               

I'll be finishing this one and packing it later tonight


 


Demonbone Maul uses maul top 9 color 5


 


gUOorSA.png


 


Edit:


 


I have added this weapon and a tall maple tree to the module. There is now a placeables.2da in the mix, so if you have a placeables file in your override, be sure to back it up.



               
               

               
            

Legacy_3RavensMore

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MerricksDad's Weapon-A-Day
« Reply #63 on: April 12, 2014, 12:25:15 am »


               

Your work is so wonderful, the luminious blue axe, in addition to the rest, is just amazing!  Okay, I really adore the axe. 


 


Just a little question, are you doing a doc that will list all the assignment details of each weapon, as well as 2da and new/changed basetypes info?  It would be a great help for those--okay me--that don't even have time to read all the NW CC threads right now, and zero time to do anything game related (at least for a few months.)    Please?  Pretty please? 


               
               

               
            

Legacy_MerricksDad

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« Reply #64 on: April 12, 2014, 12:58:20 am »


               

This demonbone hammer is based on some more concept art for Darksiders. Somebody named Alberto Lozano made what looks to be about 30 axe and hammer sketches (b&w) for Darksiders. I don't know what, if any, of his stuff made it into the actual game, but his art is wicked cool. I'd like to see all his art come to life.


 


Assignment details? You mean all the stuff you have to do to get it to work in game? I've been packaging it together (you can download from page 1 here) with a module and an override directory, so everything is already assigned. You can also just place everything from the zip's override directory into a HAK file using any of the various hak/erf programs out there, and then just go in the module and link to the content in module properties. Everything in this package is as-is without any considerations for CEP and everything else already packaged. Since everybody's specific needs will be different, the best I can do is just package it and let anybody use it with what knowledge they have, and hope they get the rest studied up if they need more. Of course, anybody can just ask me too '<img'>



               
               

               
            

Legacy_3RavensMore

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« Reply #65 on: April 12, 2014, 05:06:00 am »


               

Ahh...I didn't see you'd been adding a running list at the start of this thread.  My bad.  ':rolleyes:'  


Thanks again for the fantastic work.



               
               

               
            

Legacy_MerricksDad

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« Reply #66 on: April 12, 2014, 02:53:46 pm »


               

RVsHTEj.png


 


Added this one as a Maul also. Top 9, color 6. The size and placement of the legs allows the wielder to grasp it in two spots, but the maul attack animation has both two handed and one handed swings, as well as a stab. Not sure 1d10 is accurate for a barstool. It also does not match any vanilla placeables. Feel free to extract it and turn it into a placeable. If you put this on the ground, it looks wrong due to the rotation needed for use as a weapon.


 


Enjoy!



               
               

               
            

Legacy_henesua

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MerricksDad's Weapon-A-Day
« Reply #67 on: April 12, 2014, 03:23:27 pm »


               

I like that bar stool.


 


The trick with making that into a placeable is that a creature should be able to "sit" on it. For that you need to test the height of the seat.



               
               

               
            

Legacy_MerricksDad

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« Reply #68 on: April 12, 2014, 06:58:49 pm »


               

Yup, and with the weapon, its size is based on the weapon size modifier in the creature appearance.2da, which means that if one of my hobgoblins pick it up, the stool will actually be up to 1.5x the normal size of the stool being picked up from the like placeable, which can get kinda weird '<img'>



               
               

               
            

Legacy_henesua

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« Reply #69 on: April 12, 2014, 09:37:58 pm »


               

And then if the Thunder Cats pick up the stool it becomes a very dangerous weapon indeed.



               
               

               
            

Legacy_MerricksDad

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« Reply #70 on: April 12, 2014, 09:53:05 pm »


               

HOOOOOOOOOO!



               
               

               
            

Legacy_MerricksDad

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« Reply #71 on: April 12, 2014, 09:53:26 pm »


               

wait....are there thundercats models for NWN?



               
               

               
            

Legacy_MerricksDad

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« Reply #72 on: April 14, 2014, 04:04:55 pm »


               

Today's toys are some gemmy warhammers


 


bRzVxDQ.png


 


I still have some shadow issues with these ones, but they should be up in a few hours.


 


Edit: Shadow repairs made. Files ready for download. The plain zip version on the dropbox was corrupted. I will have to make another. If you can, just use the 7Z version.



               
               

               
            

Legacy_KlatchainCoffee

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« Reply #73 on: April 14, 2014, 09:58:39 pm »


               

It has just hit me - Dwarf Battle Bread!


 


More crazy inspiration:  http://www.lspace.or...by/dwrfbred.jpg


 


http://wiki.lspace.o...php/Dwarf_Bread


 


 


 


 


------------------------- 


 


     As for fishing poles...not sure how one would make them work. You can get a swing action out of the flail, but how would you make a character sit and wait after that? Maybe you could have an invisible fishing line, and just have a bobber out over the water plane. Just brain storming here. This is out of the scope of anything I currently want to work on. Maybe if the player moves, the bobber vfx just goes away? What I would like is something more along the lines of FATE, where it has an interface for fishing.

 



 


I think there might be 2 options, assuming no new animations are on the table:


 


- An activation of a non-moving continuous emote when the item is used (on a fishing trigger or just 'use equipped item' in general), a swinging action would be nice but not necessary. Perhaps an option could be introduced (for systems with skill advancement) where 'use' canalso result in sitting down on a bank with a fishing pole as well as standing up...


 


- a simpler alternative, which I may have seen used already (TAD - was it at your PW?), were the 'fishing' action spawns a temporary placeable on the ground near the water / next to the PC. But this falls outside of that you're doing here and won;t be quite as cool as holding the actual fishing pole.


 


 


---------------------------- I don't mean to derail this thread into a fishing puddle though - it's a pleasure to watch what you're getting up to here as is. '<img'>



               
               

               
            

Legacy_MerricksDad

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« Reply #74 on: April 15, 2014, 01:17:35 am »


               

If anybody has some good video software they can suggest, I am willing to spend up to 40 bucks on a download of quality software. If you have a sample video you have made with that software, especially one with an HD screen size, let me know so I can compare. After I get some good software, I can start filming me making all this kind of stuff.


 


Then we can make "happy trees" together '<img'>