Author Topic: Custom Content Challenge: August 2014: African Adventures / Tileset Expansions  (Read 5190 times)

Legacy_Tarot Redhand

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #150 on: August 15, 2014, 12:32:59 pm »


               

@ kamal_ Shouldn't that be "Feed Me Shemsu"? '<img'>


 


TR



               
               

               
            

Legacy_Mecheon

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #151 on: August 15, 2014, 12:50:17 pm »


               Shemsu man

You have got to do an Audrey 2 version of that as well


               
               

               
            

Legacy_KlatchainCoffee

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #152 on: August 15, 2014, 12:56:09 pm »


               

Some very cool entries this month, although I will always have reservations about imprt of any WoW stuff into NWN.


 


@ MD - LOVE the gorilla stuff.


 


@ SH - *thumbs up* on the  crocpeopole, but the carnivorous plant especially is something long overdue in NWN. 


 


Is there a chance of making a variation that may pass for a 'normal-ish plant' when stationary and then suddenly starts chasing you with teeth and stuff?  Or perhaps 2-3 placeable plants of similar shape/size/colour.


 


Some other random ideas taking off from that - the green monster flower head becomes red/purple in 'attack mode' or 'blood-splattered' on hit/damage. Going further, and taking inspiration from henesua's slime idea (kill larger slime => spawn 2 smaller slime) - on 'death' of the large plant it splits into several smaller bits with teeth that go after you.....



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #153 on: August 15, 2014, 02:00:18 pm »


               

Is the gorilla model originally from WoWC?



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #154 on: August 15, 2014, 02:14:41 pm »


               

Wow, triffids which require a new set of animations, animating texture version, polymorphism, etc....

Sorry if I'm disappointing you guys, I don't Know too much about animations or scripts. Also I'm not especially interested in more carnivorous plants. I have made this because there wasn't another carnivorous plant done for NWN, and I thought that people could be interested on that. However I finally decided to doing that because I had found a suitable free model at opengameart.org. Even when the model had a huge quantity of polygons, requiring many work to simplifying it, and neither had textures. It still was a good help, in addition to MD worms animations, to started with that.

 

However I'll be pleased if anybody of you will make their own variations of the carnivorous plant...

 

@ KlatchainCoffee: Actually I'm more proud of the werecrocodile; It had required more work and creativity by my part than the carnivorous plant...

 

carnivoreplant_banner.png carnivoreplant_display.jpg

Carnivorous Plant at opengameart


               
               

               
            

Legacy_Kendaric Varkellen

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #155 on: August 15, 2014, 02:14:57 pm »


               


Is the gorilla model originally from WoWC?




 


No, I'd assume it refered to the lion, zebras and talbruks as WoW has a very distinctive art style. The gorilla would look for too realistic for that.


               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #156 on: August 15, 2014, 02:25:02 pm »


               


No, I'd assume it refered to the lion, zebras and talbruks as WoW has a very distinctive art style. The gorilla would look for too realistic for that.




 


Just checking '<img'> I didn't want to start accidentally incorporating something from another game....now on purpose is another story all together. I really like those animal skins and I might only personally change the skins a bit and think up some of the limbs. I also really like WoWC's bear and canine models.


               
               

               
            

Legacy_Mecheon

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #157 on: August 15, 2014, 04:43:05 pm »


               That model is totally Audrey 2

I'll snag it for a reskin when its out then, just needs some more detail added to the head and the inside being purple '<img'>

And yeah, I can pick Warcraft stuff at a mile away. It has a very distinctive art style
               
               

               
            

Legacy_MerricksDad

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« Reply #158 on: August 15, 2014, 07:28:35 pm »


               

girallon is basically done. I just need to fine tune the pause and ready anims and touch up the texture a bit


 


pHbYhSz.png



               
               

               
            

Legacy_Killmonger

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #159 on: August 15, 2014, 11:26:58 pm »


               

Girallon looks fantastic MD   '<img'>


 


Love to see a "snow version" of it too. (It can get quite cold at the top of Kilimanjaro )


 


 


On another issue:


 


Can one move the impact node of a supersetted model just anywhere within the model's worldspace with impunity from Nwn?


(I mean, will the individual model function correctly when it's impact node is positioned differently than the superset model?)


It is the point from which the engine determines contact and location between objects, right?


 


How many impact nodes can there be? (Only one?)


 


<Due to my ongoing project issues:>


 


Should I consider the inclusion of alternate nodes (aka wings, rhand, etc) in these animal conversions for future builders?


 


I saw a critter with wing nodes somewhere in Nwn, was it Q? d20?


 


Can creatures support wing nodes? vfx? other?


Through the inclusion of a game recognized node can geometry be independently controlled / accessed for any (all) of S, L, F models?


 


Other nodes that I am aware of may also be viable for what I have expressed in other threads. I have not had time to investigate.


Which non geometry nodes shall be included in creature files? I can imagine animated spell effects doing what I'm considering...


 


<still justly vetting those more resistant critters>


               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #160 on: August 15, 2014, 11:58:30 pm »


               


Girallon looks fantastic MD   '<img'>


 


Love to see a "snow version" of it too. (It can get quite cold at the top of Kilimanjaro )


 


 


On another issue:


 


Can one move the impact node of a supersetted model just anywhere within the model's worldspace with impunity from Nwn?


(I mean, will the individual model function correctly when it's impact node is positioned differently than the superset model?)


It is the point from which the engine determines contact and location between objects, right?


 


How many impact nodes can there be? (Only one?)


 


<Due to my ongoing project issues:>


 


Should I consider the inclusion of alternate nodes (aka wings, rhand, etc) in these animal conversions for future builders?


 


I saw a critter with wing nodes somewhere in Nwn, was it Q? d20?


 


Can creatures support wing nodes? vfx? other?


Through the inclusion of a game recognized node can geometry be independently controlled / accessed for any (all) of S, L, F models?


 


Other nodes that I am aware of may also be viable for what I have expressed in other threads. I have not had time to investigate.


Which non geometry nodes shall be included in creature files? I can imagine animated spell effects doing what I'm considering...


 


<still justly vetting those more resistant critters>




 


WHITE APES


 


The garillon shares skin textures with the gorilla and bar-lgura. I do have a white one I am working on, but the area lighting keeps coloring it brown tinted, even when the lighting is set to white. I don't get it.


 


IMPACT NODES AND OTHER USE NODES


 


The impact node is the position from which the impact vfx are positioned. I believe the actual location/size of the model is based on its position in relation to the aurorabase. For instance if I have my Garillon, which is long like a dog or cat model, positioned like an upright human, with its rootdummy nearly over 0,0 on the aurorabase, then the bent-forward Garillon would more likely pass through target creatures as it attacks, and similar when it is attacked. It will also more likely pass through walls as it walks around (at least the head). I took a funny screen last night of the gorilla's ass stuck right up against a pillar and it appeared as though it was itching a bit of something and the cheeks were wrapped around the tree. This again, is based on the center of the aurora base being 0,0.


So to answer your question, you can move the impact node to wherever you think the impact should be, and where impact oriented duration graphics should be played from. Same with the head node. They CAN even be attached to other nodes, rather than floating free, although you may find that free-floating pre-placed conjuration nodes look better if you try to move while long-duration VFX play from them. As an example, if you parent the head conjure node to the hand or torso, if you are allowed to walk while a head-based VFX is playing, it can cause some very interesting effects with gravity/mass particle emitters, as well as beams, especially those with linked or trailing effects.


 


There should only be one of each node type, as far as I understand, but I don't know what the engine will do if more exist.


 


INCLUDING SPECIAL NODES


 


As far as including stuff you aren't currently using, I would not bother. Unless you can successfully build wings and tails, or are offering packages of special wing or tail based gear to attach to your creatures, I would personally let the other person do that work and release another model pointing to your base animation. If you place your nodes in places they can't use anyway, they'll already have to do this anyway.


 


That being said, if you have a creature that might normally cast beam effects from a horn, an eye, etc, I would suggest placing monster nodes on your creature. If you google some of OTR's monster node details, you should get a video of how it works, if it is still up.


 


http://forum.bioware...pe-demo-module/


 


WINGS AND TAILS: USE WITH CAUTION


 


Creatures can support wing, tail and weapon nodes. You must pick the correct model type in the appearance.2da column named MODELTYPE. I believe if you want to incorporate wings, you add W to the entry, and if you want a tail, then you add a T. F type models have access to larger quantities of animations, and you would need to clone your animations that are for creatures to F-type animations for PCs. If you don't do that, they will stand still during that animation, or in some cases, continue to play the last animation which was defined and requested. The other two types of anim styles are L and S. The details for all these can be found on the NWN wiki page for appearance.2da.


 


If you intend to use made-for-PC wings and tails, I suggest using a combination of the NORMAL speed setting for your creatures, and also matching the length of your creature animations with that of the animations for the wings/tails. In my studies, I find most creature/animal animations are far too short to properly make use of wing and tail animations made for PC's. Other creatures who are supermodeled to the human animation series are just fine.


 


For all other uses of wings and tails, I would personally put them directly on the model and animate them in relation to your creature's movement.


 


I believe all the common impact or casting-from type nodes available from any model type are available for the other model types. Those include:


 


RHAND, LHAND, HEAD, HEADCONJURE, HANDCONJURE, IMPACT, WINGS, TAIL, and MONSTER<0-9>


 


Edit:


You might also try LFOREARM for shields



               
               

               
            

Legacy_Carcerian

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #161 on: August 16, 2014, 12:21:48 am »


               

carnivoreplant_banner.png carnivoreplant_display.jpg


 


 


We seriously need this for Fallout: New Orleans


 


*begs*



               
               

               
            

Legacy_Carcerian

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #162 on: August 16, 2014, 12:38:20 am »


               

*Spoiler Alert*


 


Seymour also makes a cameo appearance in the 1e Greyhawk Adventure S3 - Expedition to Barrier Peaks Walkthrough:


 


e0271u.jpg


 


(read entries 18 and 26 - sic)



               
               

               
            

Legacy_Killmonger

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #163 on: August 16, 2014, 01:38:14 am »


               

@MD  Thanks man !! '<img'>


 


That clears up a few thoughts for me...


 


I think I've turned up the problem (and solution) that I was having with the Gnu....soon to test again...


 


Yeah, I had to reskin 'em, again... (LoL, but I am getting faster at it '<img'>)


 


My notion might work but I do not intend to go overboard here and now...


I just want to get the African animal mesh out to the community in useable form.


There are many more types yet to come. 


However, I have had to experiment a bit with streamlining my methodology.


The out come will be, at first, simply, useable African animals.


In time, it will be updated with improvements (Saints willing...)


 


Looking forward, I wonder for the vfx(?) of an animal assault. Perhaps just a neck strike by a successful predator "attached" to the impact node (or other) of the prey. 


 


"Carrying on...."


               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions
« Reply #164 on: August 16, 2014, 01:48:45 am »


               

Something from one model, other than beams, really can't be made to line up really well with impact nodes on another. You'd have to have the facing perfect, and the personal and attack spacing of each worked out mathematically to ever land a hit like that. Playing a VFX though is another story, and you can do a lot with that. Tips I've taken suggest making the attacker invisible and playing the VFX on the target, where the VFX contains a model with likeness to the attacker. So you could technically make a lion riding the back of a gazelle, ripping out its throat or something gushy like that.


 


I've looked into similar techniques for use on frog-like monsters where we wanted to make tongues that function based on attacks on the target's nodes, rather than just silly looking stabs.


 


You might look into wing and tail nodes for stuff like that. It would be possible to create the likeness of a lion or tiger with full animation in coordination with the prey animal, and then apply it as a tail or otherwise like a backpack. You could then ALSO do VFX on the target's nodes for blood and gore. With the use of the tail/wing nodes, you could continue to have the predator feast on the dead body by using longer dead cycles on the prey specifically built for special dead cycles on the backpack.