Author Topic: Custom Content Challenge: September 2015: Filth  (Read 2134 times)

Legacy_Tarot Redhand

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Custom Content Challenge: September 2015: Filth
« Reply #45 on: September 14, 2015, 12:08:02 am »


               

OK, I have made 20 small (60 game cm x 60 game cm) slime placeables. You can think of them as being giant's snot dribble sized  '<img'> . After I took the illustrations below, which feature 19 of them, I found a single brush that was suitable to make another. Anyway, here is how they look in the toolset.


 


SlimesTS.gif


 


And three views taken in game.


 


SlimeTest_0000.gif


 


SlimeTest_0001.gif


 


SlimeTest_0002.gif


 


While the majority of them may be green, these are not D&D green slime, just something you could script for slipperyness. Also, if anyone wants to use the textures for something else, I have the original large psd files that I made. So just pm me if you want.


 


Finally a quick question - How tall are normal interior walls as I have a half dozen wall textures with varying amounts of slime on them. These textures are 512 x 512.


 


TR


 


<edit>


 


Ooops, nearly forgot. At the moment these just ordinary placeables. I can convert the models so they will also glow in the dark. The question is, should I?



               
               

               
            

Legacy_Tarot Redhand

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Custom Content Challenge: September 2015: Filth
« Reply #46 on: September 15, 2015, 11:42:34 am »


               

Thanks for the "likes" guys but I really could do with the questions I posed being answered. Here are 7 reasons why.


 


SeamlessSlime01.gif


 


SeamlessSlime02.gif


 


SeamlessSlime03.gif


 


SeamlessSlime04.gif


 


SeamlessSlime05.gif


 


SeamlessSlime06.gif


 


SeamlessSlime07.gif


 


The above are all horizontally seamless textures made using my slime textures overlaid on Pstemarie's wall textures that were posted in the Project Q v2.1 thread. In order to make slimed wall placeables I need to know the normal height of interior walls. So can someone please tell me.


 


TR



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: September 2015: Filth
« Reply #47 on: September 15, 2015, 12:53:11 pm »


               

I think the answer is that there is no normal height. So instead of trying to make wall-height placeables, release your textures as is, for use as splotches, or replacement textures for existing splotches. That way, people who just want a texture override for a scorch mark, can choose your texture when they recolor a tileset.


The cave set walls are usually concave or convex, so flat wall panels won't work there. The height of various dungeon sets differs by room.


 


Basically, having put a coat on Pstemarie's wall textures (or any other textures for that matter) only lets people use your placeable if that texture matches their walls in brick or stone per foot ratio. I'd find it hard to make a placeable like this which fits every, or even many, tileset walls.


 


That being said, your slime/blood/purple funk looks awesome and would make a great option as just a stand-alone texture. Or make a much smaller version of the slime for walls, and allow variants, that way people can choose to place flat panel ones adjacent to another and fill up the wall.


 


If a human height is less than 2m, I would make your largest one 2m. Some tilesets have a height change of 5m at one time, others only 2m in some places. Offering a wall-hanger type placeable, which can be adjusted in z-position by the area builder, seems your best bet. Go the decal route, allowing the user to overlay your object to any textured wall.


 


Again, great textures. I really like the second and third ones.


 


Edit:


 


I think there is a type of splotch in the OC cave/mine tileset which is supposed to represent fungus or slime on the wall. It also seems to have a self-illumination color set, because I can see it in total darkness. If your texture overrode or otherwise was used as a similar wall-hanger, that would make a great slimy cave. I could be wrong, and it is in the OC underdark set. I know it is a wall part in an open cave room, not a tunnel. I'll see if I can find which tile it is located on.



               
               

               
            

Legacy_Tarot Redhand

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« Reply #48 on: September 15, 2015, 05:34:23 pm »


               

While I totally agree, there is one little problem. For something to be included in the ccc it has to be fully working in game, which is why I need to make a placeable for each one. BTW (and FWIW), my original slime textures are 256 x 256 while the wall textures that I combined them with are 512 x 512. So my textures seem to scale well.


 


TR



               
               

               
            

Legacy_MerricksDad

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« Reply #49 on: September 15, 2015, 07:21:23 pm »


               

So if we need to adhere strictly, definitely do the 2m slime decals just so you can have them included as functioning. Us builders can manipulate the rest so that your greater idea is seen in our worlds. It won't go to waste, I assure you '<img'>



               
               

               
            

Legacy_Proleric

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« Reply #50 on: September 15, 2015, 11:02:34 pm »


               Yes, bear in mind we can z-adjust the placeables to wall height, burying the rest in the ground, so "too tall" is no problem.


That gives us the textures, too, for those less linear tiles.
               
               

               
            

Legacy_Pstemarie

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« Reply #51 on: September 16, 2015, 12:53:25 am »


               


Thanks for the "likes" guys but I really could do with the questions I posed being answered. Here are 7 reasons why.


 


 


 


The above are all horizontally seamless textures made using my slime textures overlaid on Pstemarie's wall textures that were posted in the Project Q v2.1 thread. In order to make slimed wall placeables I need to know the normal height of interior walls. So can someone please tell me.


 


TR




 


The standard height of a Bioware interior wall is 300 units (300 cm).


 


Nice looking textures BTW



               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: September 2015: Filth
« Reply #52 on: September 16, 2015, 12:57:52 am »


               


What do you suppose a Drow sewer system looks like?




 


Drow just sh-&#% in buckets and leave em laying around everywhere cause if you've ever read any of the Drizzt books, you'll know that Drow sh-&#% doesn't stink (or look bad)  ':lol:'


 


Sorry...couldn't resist...



               
               

               
            

Legacy_rjshae

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« Reply #53 on: September 16, 2015, 05:54:14 am »


               

There's a decent little outhouse here for 3D Warehouse. Their Sketchup Tool will allow you to export to Collada, which can then be imported into Blender (or your tool of choice). Poly count is 474.


 


outhouse_zpstz4pkg0p.jpg



               
               

               
            

Legacy_OldTimeRadio

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Custom Content Challenge: September 2015: Filth
« Reply #54 on: September 16, 2015, 07:25:23 pm »


               

I've moved a lot of stuff over from 3D Warehouse in the past.  When bringing stuff in from Sketchup/Collada A) check carefully for duplicate/extra faces, B ) perform vertex welds, C) make sure sub-object elements are unified, D) Make sure smoothing groups are correct.  It's very, very common to bring models into Max (in my case) from other formats and, while they look fine in Max, they're actually "shattered", for lack of a better word.  Not cleaning them up can lead to shading and shadowing issues, as well as bogging down the game.



               
               

               
            

Legacy_rjshae

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« Reply #55 on: September 16, 2015, 08:59:57 pm »


               

Yes, their models often do need a lot of cleanup. In this case it didn't seem too bad.


 


The poly count could probably be reduced by putting a black surface below the openings and then trimming back the interior mesh accordingly.



               
               

               
            

Legacy_kamal_

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Custom Content Challenge: September 2015: Filth
« Reply #56 on: September 16, 2015, 10:15:12 pm »


               


There's a decent little outhouse here for 3D Warehouse. Their Sketchup Tool will allow you to export to Collada, which can then be imported into Blender (or your tool of choice). Poly count is 474.


 


outhouse_zpstz4pkg0p.jpg




That needs some fart sounds to be placed inside.


               
               

               
            

Legacy_Tarot Redhand

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Custom Content Challenge: September 2015: Filth
« Reply #57 on: September 17, 2015, 09:45:10 am »


               

I have gone with 2m x 2m vertical placeables. The only trouble is that there are only 7 of them. The difficulty is finding the brushes to base them off. So far the only ones that work for me are taken from the grunge brushes by redheadstock/obsidian dawn (same person).


 


Re. Flatulent audio. This is the best one I can find with a quick search.


 


One little thought, anyone up to making a rising steam vfx placeable to go with what poo placeables there?


 


TR



               
               

               
            

Legacy_Tarot Redhand

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« Reply #58 on: September 20, 2015, 01:24:47 am »


               

You may poo-poo the idea but I have 15 more small placeables. I prefer to call this set of 15 "Beware of low flying griffins" instead of "Giant bird poo", but the choice is yours.


 


In the toolset


 


poo1.gif


 


In game 1


 


poo2.gif


 


In game 2


 


poo3.gif


 


The very last one here is supposed to be written in poo. TBH, I'm not too sure about the preceding 2 (one looks like it's made of melted chocolate to me) but maybe someones got a use for it.


 


BTW, anyone else working on something for this challenge?


 


TR



               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #59 on: September 20, 2015, 02:50:29 am »


               


 


BTW, anyone else working on something for this challenge?


 


TR




Depending on how much free time I can dig up, I might just use my "classic D&D" earth elemental into a trash golem. I know, I already made a "dock junk golem" for the November 2014 CCC, but this one would be trashier looking and less rigid.


 


As another idea, someone else could take my earth elemental model (or even water elemental), retexture it to look like literal crap, change or remove the emitter eyes, add in a permanent "bugs/flies" emitter, and have yourself a ready to go poop demon. Could even resize it so when damaged too much, it could be scripted to "split" into smaller craplings.