Manny, in the Q a_ba series there is a "climb from pit" animation in the Custom6 slot that might meet your needs.
Yes, those work great!
I'll spruce up the spawning with a hole placeable, some rock chucks or dust plume vfx's at the location or such.... works *just* like I was thinking of!
And... some other Q comments....
Icons: I like the one new hood helmet (hood with a metal helmet face in it). I use a very similar in my haks, but it doesn't have the helmet face plate. Having both works nice for me... one for regular joes and janes, one for some mage-hunters all robed and armored up in my module. Anyway.... The icon for it (and a couple other helmets) kinda looks outa place. They work fine, no doubt, but they have no transparency to them, so the icon is a big black square with the picture inside the square. It looks odd against the semi transparent inventory panels. A couple of the newer addtions have this as well. If I tweaked the icon plts to have transparency like all other helmet icons, would you like me to email those to you?
Other plt's too.... Don't know if you remember, but many moons ago I had an issue with certain head models not showing their texture. You looked into it and found it was a GPU issue (mine sucks basically). Since then, I have reduced the size of the offending plts down to 512 (one is 1024 or larger in the q download). Would you be interested in those as well, or would it be better overall to have the massive plts for the heads? I can't compare to a display where the 1024+ textures show, but my 512 renditions still look pretty sharp and detailed, and a 512 sized plt might be good for anyone else who has a lower end machine like mine.
Creatures....
I was poking through the creatures in both the appearance and tail model roll-outs in the toolset, and I found some creatures listed in the tail models not found in the regular appearance rollout.
In particular, those absolutely GORGEOUS cranes. They are listed in the tail rollout with a Q prefix (q_crane or somesuch). I hadn't noticed them before as they are up towards the middle of the list, and I tend to check the bottom of the list for any creature additions after I run my updater/forced updater. The mount version of the crane also doesn't show in the regular appearance rollout.
Also in the tail, but not the regular rollout are "Giant, Frost B", and "Giant, Fire C", "Q_Bear Black" and "Q_Bear_Grizzly"
There's also a duplicate of the "none" entry in the tail rollout. The second one appears towards the top of the list between the bugbear shaman and goblin chief.
The tailmodel's "Shadow fiend" appearance is the default nwn shadow fiend, not the more wicked looking Q version in the regular appearance rollout. Likewise, the PDK's in the tail rollout are the default NWN models, not the Q versions.
General creature questions....
I love the new skinmeshed creatures (love the goats). However... I found that some of them cause a substantial hangup when they are initially rendered on my screen in-game, or if selected in the toolset. Not ALL of them, just certain models. The biggest hangups come from wolf2, and the new Q bears. The hangups are very significant. I get a normal slight video hangup from other skinmeshed critters (the chromatic dragons for example or horse mounts in general), but those hangups are only a second or two, maybe 3 if the area is *really* busy with other stuff on-screen.
The wolf2 and q_bears however are giving me hangups of upwards of 20 to 30 seconds in game for just a blank microset area with *only* one of them spawning. In the toolset, I get about 15 to 30 second delays when selecting those appearance in the regular appearance rollout or the tail rollout (for the bears).
What I can't figure out is why... they don't look more detailed than say, the skinmeshed goats or deer (which load instantly for me). Is there anything about those particular models that would cause such massively long delays in rendering them? I like them a lot, but such a huge delay for me makes it pretty much a no-go to use them as hostile creatures given that half a minute freeze on spawning/rendering them.
Tilesets.....
The caves and mines tileset, the bridge/walkway tiles (tdm01_j02_01/02/03, and tdm01_j03_1 I think, not 100% possitive) have some wonky wok issues for me... my PC and NPCs seem to get "caught" on corners/edges of the wooden planks. For my PC I have to back away from it, and make sure I'm walking down the very center of the bridge. I seem to also get 'caught' on one of the floor to stone-bridge tiles. For NPCs, I have to walk up to them and "nudge" them out of the catch.
Any plans on adding Zwerkle's facelift's for the rural interior, in particular, the ceilings?