Author Topic: Custom Content Challenge: November 2015: Wizard's Tower  (Read 2979 times)

Legacy_ShadowM

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #75 on: November 19, 2015, 12:02:42 am »


               

Sample of low poly book item with Merricksdad texture.


book2.jpg


               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #76 on: November 19, 2015, 12:08:40 am »


               


Sample of low poly book item with Merricksdad texture.


snowOwl.jpg




wait? what now?


               
               

               
            

Legacy_ShadowM

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #77 on: November 19, 2015, 12:10:45 am »


               

Sorry about that I trying to get the link image working and it saying that I cannot do extensions. Ugg I was trying to fix it before it posted. Ok fixed sorry again. LOL



               
               

               
            

Legacy_Tarot Redhand

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #78 on: November 19, 2015, 04:03:25 am »


               

Interesting - 'Owls with laughter.


 


TR



               
               

               
            

Legacy_OldTimeRadio

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #79 on: November 19, 2015, 05:13:30 am »


               


wait? what now?




The owls are not what they seem.  


               
               

               
            

Legacy_rjshae

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #80 on: November 19, 2015, 04:30:27 pm »


               

Those owls are booking along...



               
               

               
            

Legacy_Ssythilac

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #81 on: November 25, 2015, 03:58:59 pm »


               

Some really good stuff here!



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #82 on: November 25, 2015, 10:06:30 pm »


               


Teleporter control box


 


https://www.dropbox....Nov2015.7z?dl=0


 


 


FoiJsIL.png


 


Edit: Sorry I packed the wrong texture. I updated the hak file just now if you want to see it emitting the runes, which are slightly thinner drawn.




For my own purposes, I was going to make the four sides of these things represent a coordinate system, kind of like the stargate movie had chevrons which aligned to star patterns. In my approach, I was setting X, Y, Z, world on one of the four sides. If you use interactive placeables, you could actually make one of the various runes on any of the pylon sides light up, while dimming the others by changing the opacity on all emitters in the model. It really isn't something you could do with normal placeable animations, but it IS something you could pull off using the various emote designations on a character animation set, in which each emote was keyed to produce an additional glow to a rune. Something to think about, but not something I'm going to do at the moment.


               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #83 on: November 27, 2015, 01:17:29 pm »


               

Tower Interior should be finished on Sunday. It won't be much - just a large round group with some stair options (up, down, up/down) and a raised central dais for placement of an altar or summoning circle placeable. There will also be two groups that include prefab interior layouts - kitchen/dining/storage/parlor AND bedroom/study/lab.


 


I had originally wanted to do wall and doorway crossers, but I can't get them to work with the groups. Right now the only terrain in the set is the group. However, if I eliminate the round groups and just use all those tiles as "floor," it will require some funky tile painting to make a chamber, but the crossers would be possible. Thoughts?



               
               

               
            

Legacy_Fester Pot

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #84 on: November 27, 2015, 04:46:38 pm »


               

lXeuI6y.jpg


 


The very depths of a Wizard's domain is not to be taken lightly by even the strongest adventurer in the Realm. Riddled with magical traps, one-way passages and relics of unexplained power, entry to such places rarely see the light of day again.


Padded to 1.69 loadscreens.2da, this twelve loadscreen package starts at line #210 to #221. Builders may need to renumber their own loadscreens.2da to attain these particular additions. They can be found under the Dungeon Tileset.


FP!



               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #85 on: November 27, 2015, 09:24:29 pm »


               

Stairs up complete. Now I just need to do the stairs down and then the up/down. I also have a stair up group that has a ground level exit - might do a entry level with stairs up/down as well.


 


tower_up_zpsazud30uy.jpg



               
               

               
            

Legacy_Proleric

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #86 on: November 27, 2015, 11:04:11 pm »


               I guess there'll still be an option to have a flat floor or dais in the middle?
               
               

               
            

Legacy_Pstemarie

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #87 on: November 28, 2015, 08:11:01 pm »


               

Yes, the dais option will be available as will the flat floor. I had to stick to using groups - it makes the tileset much easier to work with from a builder's perspective. My son also suggested a central "bottomless" pit for a feature. I am also planning to do another set of stairs options that have the stairs along the wall perimeter.



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #88 on: November 28, 2015, 08:31:25 pm »


               

Trying out a few GIF animation programs, extracting some stuff out of some and using others to put it back together. These have been done before, but I'm working on some 2x2 large container potions which store up to 20 uses. 64 frame bubbling potions (using TXI) made from two gif animations and a random bottle image I found on google.


 


 


ZKpXqeJ.gif


 


I thought I might also show the portal glow animation (imgur converted it to MP4 without asking)


 


http://i.imgur.com/bZusRzT.mp4


 


Here are 25 potion varieties making use of the first animation series


 


sriQLPN.png


 


And no, I apparently cannot count. That IS 26.


               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: November 2015: Wizard's Tower
« Reply #89 on: November 29, 2015, 02:42:37 pm »


               

If I get a second today, I might actually finish the spellfire arm sheath. I decided to leave the hand node activated all the time. The other nodes will be activated only on combat animations, that way I can reduce the animation count, as well as fix out-of-sync issues arms and arm-stances have on OC models. This will make it so you can visually see creatures which are using spellfire as a hand-held weapon, and when you enter combat with them, it will flare up and engulf the arm in whatever color the weapon option is set to. If I don't get it out in the next few days, we can at least expect it shortly after as a second project.


 


Here's a video showing the concept in action. It still has the following issues:


  • the top bone seems to be oriented -180 in some of the frames, causing that bone to spin on it's Z axis, which twists the octagonal cylinder used as a prop.

  • it doesn't look good at all when animations have transition times

  • it doesn't work with OC model cycles where a part is not animrooted to the rootdummy

  • it will ultimately only work correctly with OC combat actions.

8O8a0p9.gif