Author Topic: Custom Content Challenge: June 2014: Artifacts and Relics  (Read 4218 times)

Legacy_henesua

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #15 on: June 02, 2014, 10:56:52 pm »


               

Rolo has already done a bunch of work on Baba's hut. Might be interesting to see a team effort on that one.



               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #16 on: June 02, 2014, 11:28:40 pm »


               

It walks, it does emotes, it sits in a chair - the amazing Baba Yaga's Hut!! It even does ninjitsu!!


 


ninja-hut_zps5fb12d2e.jpg


 


I imported the basic a_ba animations into the model. Aside from a few clipping issues, so far so good. It has the fully range of animations from that supermodel and can execute 90% of them without any notable issues.


 


I've seen lots of incarnation of this model over the years, but I don't think any of them came close to getting the full range of animations completed. From what I saw they mostly just walked around and looked pretty.



               
               

               
            

Legacy_henesua

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #17 on: June 03, 2014, 01:03:53 am »


               

I really like what you have here.


 


Something to consider with doors and windows however is that when it is walking around they should probably be invisible - not displayed. Then if it can sit down on the ground, they would appear… although maybe you spawn a placeable in its place for that and destroy the creature.



               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #18 on: June 03, 2014, 11:10:55 am »


               


I really like what you have here.


 


Something to consider with doors and windows however is that when it is walking around they should probably be invisible - not displayed. Then if it can sit down on the ground, they would appear… although maybe you spawn a placeable in its place for that and destroy the creature.




 


The window on the creature will be shuttered. On the placeable version the window will not be shuttered. I've still got to work out exactly how its going to transition from creature to plc - as far as what triggers the transformation.


               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #19 on: June 03, 2014, 12:08:05 pm »


               

Added in the bone fence/railing...


 


by_fin_zps33a93fdb.jpg



               
               

               
            

Legacy_henesua

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #20 on: June 03, 2014, 02:24:42 pm »


               


The window on the creature will be shuttered. On the placeable version the window will not be shuttered. I've still got to work out exactly how its going to transition from creature to plc - as far as what triggers the transformation.




Maybe the best way to do this is to have a special animation in which the house settles to the ground. Perhaps its the disappear animation. The animation should take a precise amount of time. That way when you call it you have say "3.0" seconds until you need to spawn the placeable. Could just as likely be one of the creatures custom animations.


               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #21 on: June 03, 2014, 02:46:54 pm »


               


Maybe the best way to do this is to have a special animation in which the house settles to the ground. Perhaps its the disappear animation. The animation should take a precise amount of time. That way when you call it you have say "3.0" seconds until you need to spawn the placeable. Could just as likely be one of the creatures custom animations.




 


You read my mind. I'm going to clone the sit on ground animation, rename it disappear and then extend it to have the hut fully settle into the ground. Once the animation is done, the placeable hut is spawned and the hut creature destroyed. The last step will be cloning the get-up animation to use for the appear animation - the house rises from the ground. 



               
               

               
            

Legacy_SHOVA

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #22 on: June 03, 2014, 03:00:42 pm »


               

use the spasm emote...



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #23 on: June 05, 2014, 05:02:41 pm »


               

I'm working in the "Sword of Kas"; But I'm not sure about what kind of sword it should be. According to the "Dungeons master Guide" 3.5 Ed it's a long sword. however in the 2nd Ed According to the "book of artifacts" it can be easily wielded with two hands. Also in the 4th Ed it's seem to be a bastard-sword, that would fit better with the 2nd Ed description. So my doubt is between longsword or bastard-sword?


 


Sword_kas_beta.jpg



               
               

               
            

Legacy_KlatchainCoffee

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #24 on: June 05, 2014, 05:35:27 pm »


               

I've been making some inventory icons recently that would probably fit in with this month's CCC:


 


Artefacts_relics_Jun2014_.jpg


 


I might add a few more to the above.



               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #25 on: June 05, 2014, 06:15:11 pm »


               


I'm working in the "Sword of Kas"; But I'm not sure about what kind of sword it should be. According to the "Dungeons master Guide" 3.5 Ed it's a long sword. however in the 2nd Ed According to the "book of artifacts" it can be easily wielded with two hands. Also in the 4th Ed it's seem to be a bastard-sword, that would fit better with the 2nd Ed description. So my doubt is between longsword or bastard-sword?


 


Sword_kas_beta.jpg




 


Sword of Kas will shape itself to best suit its wielder. It has at various times been a short sword, long sword, or great sword. Maybe make all three sizes and then have a special OnAcquire script that changes the weapon template to whatever best suits the person that just acquired it. For example, a great sword wielding fighter finds the Sword of Kas - for him it becomes a great sword. Whereas a rogue that finds it winds up with a short sword.



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #26 on: June 05, 2014, 09:20:23 pm »


               


Sword of Kas will shape itself to best suit its wielder. It has at various times been a short sword, long sword, or great sword. Maybe make all three sizes and then have a special OnAcquire script that changes the weapon template to whatever best suits the person that just acquired it. For example, a great sword wielding fighter finds the Sword of Kas - for him it becomes a great sword. Whereas a rogue that finds it winds up with a short sword.




 


Thanks, Pstemarie, however I know nothing about scrits, but I'm going to work in the different versions, for the different kind of swords. So could be, the sword of Kas,  any kind of sword?


               
               

               
            

Legacy_henesua

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #27 on: June 05, 2014, 09:29:38 pm »


               

Shemsu, make models for the various sword types. Then someone can help you with the scripting.


 


I think the key is to have models that will each of the base-item types which are like a sword: short sword, long sword, two handed sword, bastard sword, scimitar, katana, rapier, 2 bladed sword, and… well why not a dagger as well.


 


I could make a script which executes on acquire, and swaps between the various blueprints available to a type of sword that is most appropriate for the PC who acquired it. This would ensure that the sword takes a form that is most effective for that particular PC. Alternatively… there could be a Unique onused property that enables a PC to say what form they want the sword to take. This later method might be the most efficient and user-friendly.



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #28 on: June 05, 2014, 09:46:48 pm »


               

Count me in. I am planning to do various crystals and orbs from this list:


http://en.wikipedia....geons_&_Dragons


as well as some other random items.


 


If I do Crenshinibon, I will also make a placeable giant crystal tower to go with it. No tileset to go with it (yet) but, I am certain somebody could redo a castle interior to make use of crystal textures quite easily.



               
               

               
            

Legacy_Rolo Kipp

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Custom Content Challenge: June 2014: Artifacts and Relics
« Reply #29 on: June 05, 2014, 09:51:58 pm »


               

<talking...>


 


Might take another look at Enserric's HotU scripts that let him take the shape of whatever weapon the PC preferred :-)


 


<...to inanimate objects>