Author Topic: Custom Content Challenge: June 2014: Artifacts and Relics  (Read 4232 times)

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #105 on: June 14, 2014, 02:13:14 am »


               




You should, because I can't get this 6k poly skull down to a reasonable quantity without messing it up. If you do, you might as well redo my "orb of golden death" because it looks like crap.




 


Ask and ye shall receive...


 


crystals_zpsf7114081.jpg


 


These are placeables. I should probably make a new baseitem type and do them as items too.


               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #106 on: June 14, 2014, 02:24:36 am »


               

what does that skull model come from?



               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #107 on: June 14, 2014, 02:32:28 am »


               

Its a secret - Six's skeletons for Q would do nasty things to me if I told you I freely manipulate their skulls whenever possible  '<img'>. You'll have to excuse my odd behavior - I found a 40 year old bottle of scotch in my folks basement. It's quite tasty. 



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #108 on: June 14, 2014, 02:39:33 am »


               

I've been spending about the last hour looking for a very low poly skull, but not too low. Higher than the one I was working with previously for my last skeleton release, but not too high. Very hard for me when I am so damn picky.



               
               

               
            

Legacy_ShadowM

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #109 on: June 14, 2014, 02:58:39 am »


               

Just drop you high poly model into blender and reduce it there with decimate I think it called. It great tool for not losing quality, but bringing down the polys. I have a few models already done with it. Here a little video to explain it a little better.


 


Video of it



               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #110 on: June 14, 2014, 03:05:08 am »


               


Just drop you high poly model into blender and reduce it there with decimate I think it called. It great tool for not losing quality, but bringing down the polys. I have a few models already done with it.




 


I'll have to run that JS-1 Tank through that


               
               

               
            

Legacy_PLUSH HYENA of DOOM

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #111 on: June 14, 2014, 08:50:13 am »


               

Though PLUSH HYENAS of DOOM were on point of vanishing, Environmental Crusader Henesua has saved the species from extinction with a micro-tutorial to explain the patently obvious to Shabby Hyena brainsucks who can thus cease whinging and actually do stuff...


Thanks again to everyone who helped hit the old image posting nonsense with a concrete slab.


 


SO... I have a big list (had it some time) of assorted Placeables and Creatures I need to do for Demoness Tales and there are quite a few things that would come under the "Artefacts and Relics" banner, some of which may be of some use to someone other than me... Thus I am hitting some with big bricks in the approved demented way.


First up is the Arcmirror, a particularly moody artefact, thought to be of immense antiquity though in fact actually from the distant future...


PHoDArcmirror1.jpg


I've been representing it in NWN for years with a circle of eight BioWare mirrors. Not very much like my original artwork. However, whilst I was doing the Davros model (see images on the Doctor Who thread) I stumbled across a few useful shortcuts for doing multiple arrays of spars, struts and hoops which proved VERY useful with regards the ridiculously fiddly structure of the Arcmirror.


In essence, when it isn't arguing the reality of its own paradoxical existence with itself, the Arcmirror is both a window and a gate through the dimensions, including Time which is possibly why Fifi says it looks like a wireframe hourglass.


Could be used for any weirdo arcane mirrory thing though, of course.


When active, it is wont to exude weird glowing energy from within those spheres of free-floating shell panels. At first I was going to give it emitters, but then I came to my senses and left them out given that, depending which dimensions it is linking, the energies are different types and colours. Best therefore to just shove assorted different VFX on it as needed. (Several useful ones in the PHoD New VFX Hak on the Vault).


PHoDArcmirror2.jpg


Now I just have to go back through all the hundreds of instances of the Arcmirror in the Demoness Tales modules and replace the rubbish placeholder thing with this one... Meanwhile, more PHoD Weirdo Artefacts to follow...



               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #112 on: June 14, 2014, 12:03:35 pm »


               

I've uploaded the crystal skulls to the Q server - placeable and item (midmisc_204-210). I'll also be submitting them for the CCC along with Baba's Dancing Hut. My son noted that the hut should dance - so I'm linking it into the dancer phenotype.



               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #113 on: June 14, 2014, 02:20:49 pm »


               

SUCCESS! The hut now dances around when spawned and then when the PC enters a trigger surrounding the hut, it stops dancing, drops to the ground, and is replaced by the placeable version which uses an interactive conversation to proceed into the rest of the module.


 


The CCC will be getting the Dancing Hut with the OnSpawn event as well as the placeable. I'll leave the conversation and corresponding scripts to individual Builders. Unfortunately, the module won't be anywhere near ready. I've only finished two areas and have about 50 left to go.


 


hut2_zps9479c143.jpg


 


hut1_zps99f610a2.jpg


 


hut4_zps1a41a0d0.jpg


 


hut3_zpsaf12aa56.jpg


 


hut5_zps616e9a81.jpg



               
               

               
            

Legacy_cervantes35

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #114 on: June 14, 2014, 04:16:55 pm »


               

Yeah!!! Will I be able to help (all giddy). I can't script worth a damn but I could help build some core areas with a little guidance.



               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #115 on: June 14, 2014, 04:45:18 pm »


               


Yeah!!! Will I be able to help (all giddy). I can't script worth a damn but I could help build some core areas with a little guidance.




 


Thanks for the offer. One thing I do need rather soonish is a large forested lake area that can sit inside the vault terrain of Versatile Dungeon. The room has to be round - I'm thinking 6x6 - with two exits (normal sized doors). The "lake" is actually a walkable swamp that will allow walking on the bottom of the water - which is one elevation deep at the deepest point.


 


My concept was to take some Mirkwood tiles and bash them into the "Vault" terrain of Versatile Dungeon. Only thing is that Versatile Dungeon has no large round rooms that fit the bill.


 


If that doesn't interest you, I could use some rather large - floor to ceiling - placeable wineracks that span a tile width. I'll be locating along the wall and in the center of the floor.


 


EDIT: Remembered I'd actually started on one, which I just finished up.



               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #116 on: June 14, 2014, 10:59:29 pm »


               

Just because I already derailed this thread - last OT post I swear...the wine cellar of Baba Yaga


 


winecellar_zps007352f7.jpg



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #117 on: June 15, 2014, 03:10:53 am »


               

Lumpy Polyhedral Whatsit Things...


Arcane crystalline polyhedrons of profoundly dubious origins mounted upon unnecessarily intricate bases.


PHoDHedrons.jpg


Somewhat less specific than the Arcmirror. You may find them of use in Areas belonging to mad mages, sorceresses, necromancers or whatever, or just scattered around the landscape in Realms where ancient arcane crystals are scattered about the landscape. You know, as they are.


(Scale-wise, do remember that Lucirath's twice as tall as a Human...)



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #118 on: June 15, 2014, 01:52:08 pm »


               


Lumpy Polyhedral Whatsit Things...


Arcane crystalline polyhedrons of profoundly dubious origins mounted upon unnecessarily intricate bases.


 


Somewhat less specific than the Arcmirror. You may find them of use in Areas belonging to mad mages, sorceresses, necromancers or whatever, or just scattered around the landscape in Realms where ancient arcane crystals are scattered about the landscape. You know, as they are.


(Scale-wise, do remember that Lucirath's twice as tall as a Human...)




 


In these models, are you specifying the environment map directly in the model or in a TXI file?



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #119 on: June 15, 2014, 01:58:54 pm »


               

I started working on adding animation to the lhand node in a few models. What I ended up with was good, however, when I equipped another item, the animation continued showing the originally placed gem. Why is that? The gem would not have even been in inventory anymore, but yet, there it is spinning. Since the model is lacking in other animations, do I need to manually reset its animation sequence by telling it to restart the animation loop?