Author Topic: Custom Content Challenge: July 2014: Deities and Demigods  (Read 4419 times)

Legacy_MerricksDad

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #90 on: July 15, 2014, 04:59:26 pm »


               

Isn't there already a great tiamat model from a few years back CCC? Thought I was just looking at that two days ago on the new vault.


 


oops, correction, not a CCC project


 


http://neverwinterva...geons-dragons-0



               
               

               
            

Legacy_Carcerian

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #91 on: July 16, 2014, 08:05:25 am »


               

v-----< Yup '<img'>


 


1224064817fullres.jpg


 


^---------------<   Hardpoint even got the scorpion tail right (great attention to detail)



               
               

               
            

Legacy_Wall3T

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #92 on: July 16, 2014, 04:42:50 pm »


               

Hardpoints did such cool stuff. most of his work is included into the CEP 2.3 - 2.4. all his dragons (including Tiamat) are in there now



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #93 on: July 16, 2014, 07:52:00 pm »


               

After pulling hours of content out of LOL and TL2, I decided I might let Aulmpiter try some on and see if he liked them.


 


I took an axe off Hecarim, and modified it with a sword from Tryndamere, and attached a skull spike from Olaf. Then I took the end and modified it so it looks like the staff is made of a dragon bone instead of wood.


 


I think he also has the shoulder armor of Jarvan. The wrist armor and belt is (modified) from I think Al the minotaur. The belt decor is on a chain from Al, and contains a skull from Hecarim and a spike from Galio. The knee pads are also from Al.


 


Not sure why the belt is glowing, because it has no self illumination values anywhere in its animation list. Neither does the adornment. Probably just due to an error with a null texture.


 


j3Pz6sq.png



               
               

               
            

Legacy_Verilazic

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #94 on: July 16, 2014, 08:02:44 pm »


               

...Want.


 


God, I love demons.



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #95 on: July 17, 2014, 04:39:51 pm »


               

NWN2 Solar converted to NWN1


 


Solar_NWN_conversion.jpg


 


Solars are the greatest of the angels, usually close attendants to a deity or champions of some cosmically beneficent task.


 


Solar01.jpg


 


Now both the Solar and the Lillend have included the HOU "flying" scripts...


 


Lillend06.jpg



               
               

               
            

Legacy_ia.Pepper

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #96 on: July 17, 2014, 08:40:21 pm »


               

It's nice, but aren't Solars around 9 feet tall or some such? The Solar depicted there seems quite close to the player height. Or was it like that in NWN2?



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #97 on: July 17, 2014, 09:57:28 pm »


               

Since I can't find any official stats for Aulmpiter, Gaulguth, or Malimshaer, I've gone with a Baatorian green steel axe head for Aulmie. I think something more prime material and magical for Gaulguth would be good, since his weapon is pretty much already fleshed out as an axe that drips disease and prevents healing. Some armor built from the bits of a black dragon might also be in order, seeing as he pretty much cleared a few out of the Myth Drannor area while rampaging for new minions. I can only imagine what the 3 most powerful nycaloths would have found, especially after thousands of years of life in the Blood War, and then all the stashes they claimed from around Myth Drannor. These guys are probably pretty close to being as powerful as devil lords, and epic level 30's, just not as smart. Still not sure what to equip Malimshaer with, because it sounds like he masqueraded as a humanoid rogues more often than not, using more people-oriented tactics. Maybe he has some elemental shadow stuff, or some epic charisma stuff. Maybe he isn't very dark or shrouded, and instead is bright and persuasive looking.


 


3tk18c6.png



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #98 on: July 18, 2014, 12:16:12 am »


               


It's nice, but aren't Solars around 9 feet tall or some such? The Solar depicted there seems quite close to the player height. Or was it like that in NWN2?




 


 


Yes maybe it's a little small for a Solar; I have made it by eye. Unfortunately resizing it now present some problems, first the skin will turn distorted when I activate "resetXform" to the bones, in NWMAX (which is needed to save the new scale). Second the base of the new bigger scaled creature appears a little under the ground level, in game; for some reason that I don't understand. So it would be difficult to fix.


To conclude I would like to say that this would be much easier if D&D uses the metric system, in their creatures descriptions, like the civilized people...


               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #99 on: July 18, 2014, 02:16:30 am »


               


Yes maybe it's a little small for a Solar; I have made it by eye. Unfortunately resizing it now present some problems, first the skin will turn distorted when I activate "resetXform" to the bones, in NWMAX (which is needed to save the new scale). Second the base of the new bigger scaled creature appears a little under the ground level, in game; for some reason that I don't understand. So it would be difficult to fix.


To conclude I would like to say that this would be much easier if D&D uses the metric system, in their creatures descriptions, like the civilized people...




 


I may be running a modified version of the NwMax 0.8 scale wizard, but if you simply use the wizard, and then turn off and back on the skinmesh "always deform", it should fix any issues you may have with the scale. Simply select the aurorabase and resize the entire thing at once. After you scale it, go back to the aurora base and set the animation scale back to 1.0, since your scale is now burned in. If the model has position keys in its animation, there could still be problems, but usually, the only position keys are located on the rootdummy, or whatever the model uses for a root node. In a perfect system, there are no position keys, so I tend to delete them and see if the model still runs smoothly. In GMAX, position keys are commonly automatically created when you make rotation keys. I delete them all in mass when I am done with the new animation I am working on, and it works just fine. This is how I have been scaling balor, nycaloth, and my fallen solar models, all of which have skinned wings and tails.


 


Edit (about metrics in NWN):


 


When I see a description in feet, I go to google and request "convert feet to cm". It brings up an in-google conversion tool. I type in my feet I want converted and grab the resulting cm value. Then I go into Gmax, select the model in an upright or walking pose, preferably the head node. Now find the topmost node in the head and get its cm height value (granted your Gmax grid setup is in cm). Then I take the number I got from google divided by the current cm value of the head node and multiply it by 100 to get my scale wizard input. Bingo, perfect height rebuild.


 


I also have an unreleased mini-function to add to my gmax library on the vault. It has a function called resetScale. Just tell it in the maxListener window to "resetScale selection[1]" with the node selected you need to bake the scale on. It forces a XForm modifier into the first position in the stack, bakes the pre-stack scale you have created on the model node to that model, and collapses only that modifier to the node, retaining the rest of the modifier stack.


 


Edit Edit: I take it back, it does NOT keep the pre-scale modifier stack. That is another function of mine. I should do that with all my reset functions though. But it does bake the scale of all child nodes in the tree starting at the selected object.



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #100 on: July 18, 2014, 11:18:43 am »


               

Thank you MerricksDad i'll try....


 


BTW- How could I delete position keys?



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #101 on: July 18, 2014, 09:37:45 pm »


               

Solar_NWN_conversion.jpg


 


Angel Solar from NWN2; Now with their proper size. After many headaches I have been able to scale it successfully, Part of the Solution, have been to rise the animation scale settings.


I want to thank to MerricksDad for his help....


 


Solar03.jpg


 


Solar02.jpg



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #102 on: July 18, 2014, 09:41:44 pm »


               

Here is a quick function to delete position keys



--deletes all position keys on passed objects
--input a can accept a single object, an array of objects, or will default to currently selected objects if a is undefined
fn deletePositionKeys a:undefined = (
   if (a==undefined) then a=(selection as array)
   objs=(iif (isArray a) a #(a))
   for obj in objs do (
      deletekeys obj.position.controller
   )
)


and if you need it, here is code to scale position keys instead



--scales all position keys in passed <obj> by the <scale> multiplier from <framestart> to <frameend> with the option to also <doChildren>

fn scaleAllPositionKeys obj scale framestart frameend doChildren:true = (
   cntrl = obj.pos.controller
   for k = cntrl.keys.count to 1 by -1 do (
      t = cntrl.keys[k].time
      if (t >= framestart) and (t <= frameend) then (
         --deleteKey cntrl.keys k
         
         in coordsys world (
            with animate on at time t (
               obj.position = obj.position * scale
            )
         )
      )
   )
   -- work through children
   if (doChildren) then for child in obj.children do
   (
       scaleAllPositionKeys child scale framestart frameend doChildren:doChildren
   )   
)


You'll probably notice these functions take different input types. The first takes an array, a single object, or defaults to the current selection, which is how I am trying to rewrite all my object functions. The second function takes only a single object, so you may need to just pass it the aurorabase as the <obj> variable, or just the node you want to start scaling.


Use the second function only if scaling your object with the scale wizard and then removing the position keys mangles the model (remember save often with incremental file names).


 


edit: just noticed the isArray function in the first function, which may be nonStandard. If you have my maxscript library installed from the new vault, all of this is included.



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #103 on: July 18, 2014, 09:57:03 pm »


               

@MerricksDad: thank you!



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: July 2014: Deities and Demigods
« Reply #104 on: July 19, 2014, 12:01:23 am »


               

No problem. I only know about that stuff from years of having to write my own code to do these repeat operations I was working on. I hate repeat operations. I'd rather spend months writing code than years doing something that takes minutes over and over again.