Author Topic: PHoD Things  (Read 9023 times)

Legacy_henesua

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PHoD Things
« Reply #225 on: October 10, 2015, 08:58:56 pm »


               

Apparently Hasselhoff's plastic surgeon hits him with bricks.



               
               

               
            

Legacy_meaglyn

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« Reply #226 on: October 11, 2015, 01:57:47 am »


               


Apparently Hasselhoff's plastic surgeon hits him with bricks.




Come on... you know you've wanted to do that too...



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #227 on: October 16, 2015, 03:45:45 am »


               

So... What ELSE am I doing with NWN at the moment aside from all those Dinosaurs on the previous page?


As usual, far too many different things in the ancient, traditional Shabby Hyena way of doing thirty different projects all at once in the apparent interest of not getting any of them finished...


But some are progressing relatively well and should see the Vault in some shape, manner or form moderately soon...


PHoDafrica1.jpg


Having repeatedly hit India with enormous bricks for Kali's Maldrapur Chronicles, I've latterly been throwing the mandatory bricks at Africa as well in my slowly continuing pan-geographical quest to make NWN more multicultural... well, to have more weird places for Luce to explore in Demoness Tales really. Ancient Egypt has been NWNomized here and there, but there's pretty much nothing (so far as I'm aware) in terms of Ancient Central Africa. So, wielding my trusty brick, I have attackomized assorted relics of the lost civilizations of ancient Ghana, Benin and a few other places in Central Africa with interesting thingies.


Thus grows the expanding set of PHoD African ruins, totems, idols, pillars, whassnames and so forth.


PHoDafrica2.jpg


More new horizons to come...



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #228 on: October 18, 2015, 08:38:43 pm »


               

And, of course, SPLEENS!


There are ALWAYS new Spleen Creatures oozing out of dark corners in Demoness Tales... I'm completely incapable of making even a small Module without creating at least one completely new Spleen Creature...


Currently, to the surprise of nobody at all, I'm returning to my roots in terms of NWN CC, back to the first rubbish efforts I ever submitted to the Old Vault a billion years ago... Yes, that's right... The UNDEAD ANIMALS ARE BACK!


But not just Undead Animals... no, these are freakish Undead FREAK Animals!


PHoDuaf1.jpg


Disgustingly mutated beyond the bounds of sanity, hideously nailed together by the Cabalum Necrotherum (who are entirely gross and freakish themselves), these putrefacting - see, I'm STILL saying putrefacted instead of putrefied, and I'm doing it deliberately and I'm not repentant - filthily debased horrors are so freakish that half of them don't even look much like animals any more. This example is one of the more "normal" ones.


PHoDuaf2.jpg


Though it wasn't consciously in my mind, Fifi suspects that the pathologically weird limbs of this loathsome Undead Freak Animal are some latent legacy of Dali's Elephant. Maybe so. Whatever the exact reason I made the thing's limbs the way they are, it looks COMPLETELY HIDEOUS when it walks about. I mean, not just nasty, but really SICK! So, I'm quite pleased with the chunder-inducingly vile abomination.


There are only five Undead Freak Animals complete so far, but there are thirty of them on the three pages of grotesque design sketches I drew, of which I hope to finish at least twenty fairly soon, though some of them are SO freakishly freakish that I'm still wondering exactly how I can do them in NWN. When they're done, there'll immediately be yet another PHoD Undead Animals Hak on the Vault.


PHoDuaf3.jpg



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #229 on: October 18, 2015, 09:43:37 pm »


               

NOTICE:- I've just been informed that the emitter texture for the two OssuKnight models in the recent PHoD Spleen Creatures 2 Hak was missing. Despite my carefully going through all the Demoness Tales Haks for all the relevant textures, I forgot to look in my Override folder which is where my PHoD Weapon VFX files are - and the reeking, nasty, malodorous, evil, disgusting, low, vile, contemptible Stinker of Stink texture is one of those.


The missing texture, malingering little git, along with profuse (and probably insincere) apologies, has been nailed to the Spleen Creatures 2 page for all those using the OssuKnights... Link repeat for convenience:-


http://neverwinterva...en-creatures-ii


Damned, filthy, nasty, dirty, degenerate, recidivist, lurking Bolshevik texture! Fifi - fetch me the Texture Torturing Apparatus... what? WHY don't we have any? Oh. TGA files lack a nervous system and therefore cannot feel pain... BAS##RDS!


 


So, anyway, for want of something more futile to do, here's another Undead Freak Animal!


PHoDuaf4.jpg


(Thanks again, Dave, for the heads-up on that depraved, seething, treacherous scum texture).



               
               

               
            

Legacy_Tarot Redhand

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« Reply #230 on: October 19, 2015, 12:47:51 pm »


               

@PHoD a  while back I built a small utility that should help with that. It's called "OrphanHunter" and can be found under my "Silly Little Utilities" on the vault. Here's the description from that page.


OrphanHunter.7z - Small utility to find and list any unused and/or missing texture files in a directory/folder that contains both ASCII models and their corresponding texture files. 7z file contains both the utility and a short user manual.

 


Because it's written in VB2008 pro, it needs the .net framework 3.5 to run.


 


TR



               
               

               
            

Legacy_Mecheon

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« Reply #231 on: October 19, 2015, 01:49:30 pm »


               

I will say in regards to the Ossuknight problem, I didn't notice because that particular texture was included in the massive VFX pack you did way back when


 


Digging the designs you've got going though, especially the Stiltwalker (Does he have a name? The two-skulled guy)



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #232 on: October 20, 2015, 11:31:10 pm »


               

Luce just calls it "Spleen".


 


But it's generally referred to in hushed whispers as Travier's Leaper, a reference to one of its early victims in the Tithelands.


Rallian Travier was a well-known scholar who attempted to scientifically study the new necrothere creatures appearing in the region. They ate him.



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #233 on: October 30, 2015, 03:41:48 am »


               

THE GATE OF very probable DOOM!


The Great Gate of Nuthalkhan, entrance to what's likely to be the next rubbish thing I throw at the Vault...


PHoDdoomgate.jpg


Prepare to soon behold what lies beyond the overstatedly sinister Gate at the time when the stars are in alignment, when Mars is in the House of Pisces, when the Thing Nobody Can Recall The Name Of is on the cusp of Venus, when the Dire Bell tolls three times, when the One Who Watches gives the Ancient Sign, when the Harbinger of Darkness is come again, when the Debased Vegetable falls from the High Place... and most of all, when I actually finish building it.


Still a few stray bricks flying round at the moment and a lot of scaffolding to clear away...



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #234 on: November 08, 2015, 04:20:32 am »


               

I've nearly finished the Ancient Stone Citadel of Nuthalkhan now (most of it anyway) and have cleared away the scaffolding and spoil heaps...


So here's a first little look at what lies behind the Gate of Doom... like anyone sane is going to go through something called The Gate of Doom in the first place... But neither Luce nor I are sane...


PHoDasc1a.jpg


Forgotten and hidden for nearly a thousand years (by means of standing there massively over a square mile or so in plain view), the Lost City of Nuthalkhan was once the seat of the Six Kings of the Aedveld, a perversely mysterious race long since believed extinct. It lies in a remote mountainous region rife with ferocious Spleen Beasts which are believed to be the residue of arcane experiments carried out long ago by the Aedveld... And, this being Demoness Tales, the ancient, lost citadel is, in fact, not as deserted and dead as it ought to be... for debased Spleen Evilists are present. Of course.


PHoDasc1b.jpg


The Lost City turns up in several of my Demoness Tales Modules and, years ago, rubbish fashion, I largely used a reskin of the BioWare City to represent it. This looked completely nothing at all like my artwork and so now, having recently replayed one of those Modules and been displeased at Nuthalkhan's total lack of resemblance to itself, I've commenced rebuilding from scratch the entire citadel properly. This involved hitting things with bricks. A lot.


PHoDasc1c.jpg


There's a fairly strong influence visible in both textures and elements of the Aedveld architecture of the ancient Nahuatl civilizations - not specifically Mayan, Aztec, Toltec, Inca, etc, but just a generalized similarity. Except for the bits that are completely different.


PHoDasc1d.jpg


Hopefully, since I want to firmly get into those Modules and completely change all the Citadel Areas, like, right now, I should have this finished by the end of this month, including all the barrier walls, the gates (some of which are of Doom), the temples, fortresses, weirdo towers, the filthily sinister "Star Chamber", guild halls, simple dwellings and all sorts of little whassname things and obelisks and rubbish like that.


I'm still adding a few elements, but mostly it's at the stage of putting the hoof in on disgusting bits of Spleen walkmeshes that don't work properly and keep impersonating toads when they think I'm not looking.


When it's all complete, I'll put it in a Big Box and drop it on the Vault. This will likely squash the Vault, so I'll include a handy air pump for reinflation.


PHoDasc1e.jpg



               
               

               
            

Legacy_CaveGnome

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« Reply #235 on: November 08, 2015, 01:56:19 pm »


               

Love this Doom city... The mayan look reminds me of Richard Corben Den artwork (was really impressed by the sacrificial forgotten god's pool and pyramids aesthetics).



               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #236 on: November 17, 2015, 07:24:01 am »


               

Should definitely have the Citadel of Doom finished by the end of the month, with all its assorted Buildings of Doom and Gates of Doom and Walls of Doom and Monoliths of Doom and Obelisks of Doom and Dooms of Doom and Doom and Doom and Doom Doom Doomety Doom ERK!crump... Sorry; I over-doomed myself.


I have now hunted down and annihilated all the Evil Toad Walkmeshes and killed them dead into tiny pieces. Just a few last minute tests and texture alterations to be done and then it can be thrown at the Vault. (When I finally stop ripping the Sentinel Tower's roof off and changing it around completely).


Here you can see a Test Area in the Toolset, based around a central lake of rubbery futility. This incorporates many of the Citadel elements and is of particular interest because, due to the distance involved, it all just looks like a Huge Greyish-Brown Mush with no discernible details...


ASCtoolset1.jpg


Fascinating.


Apparently unable to learn from recent mushes, here's the Shabby Hyena Idiot's second attempt, looking directly down which makes all the buildings and monuments infinitely, clearly, much more exactly the same as before and just a big grey mush and at this point I just give up...


ASCtoolset2.jpg


Imbecile Test Area with its greyish-brown, building-coloured rocks... should've used a reeking ICE TUNDRA - then everything would have shown up! But no, obviously the Test Area became doomed... Knew I shouldn't have used so much of that Patent Everlasting Doom Cement of Doom with Extra Doom. Knew it was a bad idea...



               
               

               
            

Legacy_rjshae

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« Reply #237 on: November 17, 2015, 03:46:23 pm »


               

It looks really nice. Perhaps it is in need of some sinister glowy red emissions here and there though? Plus piles of bricks to throw at things, of course.



               
               

               
            

Legacy_Tarot Redhand

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« Reply #238 on: November 17, 2015, 05:07:58 pm »


               

That would be piles of used bricks of course. You know, the ones that are passed their hitting date.


 


TR



               
               

               
            

Legacy_meaglyn

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« Reply #239 on: November 17, 2015, 06:45:00 pm »


               

Brick placeables! ... so they can be used in any tileset where they might come in handy. You never know when you might need to hit something with one '<img'>