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Content requests and content creation offers

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kamal

I don't need them, but double height (and door width?) castle and estate tiles might be useful for rich characters or throne rooms. Also those giants have to live somewhere. We don't have anything with giant sized doors.

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rjshae

Wellll... during odd moments I have been experimenting with a "Giant Castle" tileset:

Everything is scaled up, including x1.5 door openings. If it works out right, it should feel pretty massive while walking around. But it's going to take a while to develop and I've been too busy to spend much time on it. Eventually I hope to make it available... some time down the road.

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PJ156

Worth waiting for me thinks :)

PJ

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Arianna0

So at  level 5 I think it is  a Palemaster  has to graft on a  undead  {skeletal } arm    do we have any options for that somewhere  or  can such be made?

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rjshae

It could be a fair amount of work to implement. I'd imagine that somebody familiar with modifying PC races in Blender could do it by importing a skeleton model and using that to supply the arm part. However, it probably will need to be done with each armor/clothing model you plan to allow. There was something similar once; Bounce Pirate Hooks. But I think that just replaced the glove model rather than the entire arm.

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Trinital

If you can make the model larger than the appendage you can cheat.. but for a bony skeleton arm.. your kinda screwed - gotta modify every armor type unfortunately.

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kamal

It wouldn't look nearly as good as an actual model, but maybe apply a vfx skeleton arm on the arm of the model?

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Trinital

It could look just as good.. but you'd still have clipping with the arm. Unless you can make the arm disappear.

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rjshae

Possibly for long-sleaved armor and clothing, only the hand will need to be replaced. In that case, a Bouncy hook-like solution could work: provide a skeletal hand for a glove.

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kamal
Model skin vfx should not have clipping issues. Skin vfx is how things like Barkskin or Spiderskin are done, do those have clipping issues?
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Trinital

You could do a rigged skeleton arm correctly weight painted as a VFX.. but that would clip.

 

A model VFX wouldn't work because AFAIK those textures don't respect UVMaps at all.. so you basically are forced to use a repeating texture and it's an all or nothing deal.

If you know a way to solve this issue let me know.

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Happycrow

Hey guys,

I have a request, because our Modeller Deluxe Guy (cuillv) is currently HOPELESSLY overwhelmed.  Does anybody have the ability to make some sloping tiles which can link existing tiles at different floor heights, for inclusion as an extension of Deep Chasms or Citadel or something?  I have found that I can use walkmesh helpers to create mesh going ABOVE the base interior level, but not below (the helper-transitions-to-tile don't work below the plane like they do above), and the Deep Chasms tileset, while good, has some characteristic rough points that cause problems (the non-walkable areas -- you can tell if somebody's using that tileset instantly by the "emergency placeables to disguise the walkmesh holes.")

The end result would be a marked improvement in the three-dimensionality of some of internal areas and transition points between different tilesets, where it's not just a big staircase but something else you're trying to simulate (a talus slope in a cavern, for example).

--Happycrow

Side note, a quick shout-out to Kamal.  I just started futzing around with your Crimmor interiors.  RL kept me from actually playing the module, and now I need to go back and do that. Those interiors are genius and I'm learning a LOT from them.

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Happycrow

Oh, and one more that's been a LONG term wishlist and the barrier preventing me from doing up a pretty spiffy armor system, while I"m at it, if somebody feels like spoiling me rotten for no reason.  :) Is anybody able to come up with glove meshes that encompass the arms and boot meshes that cover the legs?  This would allow gauntlets-with-bracers and things like proper kote/bazubands, etcetera, to be added by equipping and unequipping. 

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kamal

"Does anybody have the ability to make some sloping tiles which can link existing tiles at different floor heights, for inclusion as an extension of Deep Chasms or Citadel or something?"

Deep Chasms already has height transition tiles.

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rjshae

I'm planning to use the RWS Deep Chasms tileset for the third (bottom) level of Undermountain, so I'll probably end up doing a sweep of the tileset models to look for issues and maybe add a few more variants. If there are specific tileset variants with issues, you could let me know and I'll look to see if it can be fixed.

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Happycrow

What it doesn't have, though, are things which bridge their High and Low. there's hhmm and mmll but no hhll.  I don't know how to do a much more drastic slope going down.  DC is awesome for gradual slopes if you don't need a thoroughly open walkmesh. Unless there's something about the tileset itself I"m missing?

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Happycrow

(doublepost, mods pls delete)

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Happycrow

It's nto so much "issues," RJShae, so much as that there's some limitations to the set's versatility. The slopes come with baked-in areas with blocked walkmesh, which you can always stick a boulder in ofc, but if you need an OPEN slope, you're SOL.  And as I posted above, HHLL tiles would be seriously handy for things like (walkable) open cliff faces and open pits in mines where gradual slopes aren't appropriate.

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kamal

You are correct there are no HL tiles in Deep Chasms. IIRC there's also a few multi-level variants that don't exist that I faked my way past with boulders.

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Happycrow

Yup. Have done much faking in the Quest for Three-Dimensional Interiors.  :)

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rjshae

It's [not] so much "issues," RJShae, so much as that there's some limitations to the set's versatility. The slopes come with baked-in areas with blocked walkmesh, which you can always stick a boulder in ofc, but if you need an OPEN slope, you're SOL.  And as I posted above, HHLL tiles would be seriously handy for things like (walkable) open cliff faces and open pits in mines where gradual slopes aren't appropriate.

Okay, I understand now. Thanks for the clarification. I started looking at the set, but immediately got bogged down on the first bridge tile, which needed to be retextured and the walk mesh widened. But I'll see what I can do. A HHLL tile could end up with too steep a slope, making the animation look unnatural. I might need to make it a small cliff and include some (natural?) steps with the slope -- whatever works, I guess.

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Happycrow

Absolutely. Frankly, with our new ability to retexture any tileset, it could be any OTHER altitude-compatible tile, too (similar to how set-transition tiles work).  But any progress at all on this front would be cake, and thanks in advance.  This, ,and the glove/boot issue I mentioned last page, are the two BIG THINGS I have ideas about using but lack the skills to attack (I can't make my own grell or giant wasps and stuff like Kallister, either, but that's a more minor concern for me, since I *can* always work with "pushing verts around" levels of modelling.

 

Thanks, bigtime.

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rjshae

Okay, so here is an example of what I'm thinking about for a base WWHL "joiner" tile. The default 1-2 variants would have a small (wall-textured) cliff joining the upper and lower halves, while variants 3+ would include a ramp or staircase joining the two levels.

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Happycrow

Brilliant. and with a smooth walkmesh, we can always add in dressing, boulders, etc, to block stuff if needed, with laceabels and/or wm helpers to add three-dimensionality

yes

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Arianna0

Has anyone ever created a  Lightening strike  Effect?   something that can be placed  IN the mod  so that the players can see it?   I keep finding repeated instances lately where I wish I had one.

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Trinital

Most people gernally use a Script to play the lightning effect at random intervals, were you looking for something else?

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rjshae

Here's a script I used at one time:

/*
  This will create a lightning bolt strike. It should be 
  added as a heartbeat script for a Ipoint with a localized
  name of "Lightning bolt". If any creatures are within 5.0f
  of the Ipoint, it will strike the nearest creature.
  Otherwise it will strike the Ipoint. (For best visual effect,
  raise the Ipoint to about waist height.)

  If the "fx_frequency" local variable is set to a number
  of seconds greater than 5, use it to compute the odds of
  a strike this time through. If the "d6_damage" variable
  is set to an integer greater than 0, it will determine
  the number of d6 damage. Otherwise damage defaults to 3d6.

  The target is allowed a Reflex save against DC 11 + dice/2,
  or can evade.
*/

// Return TRUE if target can evade
int Evades( object oTarget )
{
  // Check for evasion feat
  if ( ! GetHasFeat( FEAT_EVASION, oTarget ) ) return FALSE;

  // Must be wearing light or no armor
  object oItem = GetItemInSlot( INVENTORY_SLOT_CHEST, oTarget );
  if ( oItem == OBJECT_INVALID ) return TRUE;
  int nArmorRank = GetArmorRank( oItem );

  if ( nArmorRank == ARMOR_RANK_MEDIUM )
    return FALSE;
  else if ( nArmorRank == ARMOR_RANK_HEAVY )
    return FALSE;
  else
    return TRUE;
}

// Apply lightning damage to target
void ApplyDamage( object oTarget, float fDelay = 0.0 )
{
  // Get the dice of damage
  int nDice = GetLocalInt( OBJECT_SELF, "d6_damage" );
  if ( nDice == 0 ) nDice = 3;
  int i, nDamage = 0;
  for ( i = 0; i < nDice; i++ ) {
    nDamage += (Random( 6 ) + 1);
  }

  // On a successful Ref save, half the damage
  int nSave = GetReflexSavingThrow( oTarget );
  int nDC = 10 + (nDice / 2) + 1;
  if ( nSave + Random( 20 ) >= nDC ) {
    if ( Evades( oTarget ) )
      nDamage = 0;
    else
      nDamage /= 2;
  }

  // Apply damage effect
  effect eDamage = EffectDamage( nDamage,
  DAMAGE_TYPE_ELECTRICAL, DAMAGE_POWER_ENERGY );
  DelayCommand( fDelay,
    ApplyEffectToObject( DURATION_TYPE_INSTANT, eDamage, oTarget ) );
}

void main()
{
  // Check for an average frequency variable
  int nFrequency = GetLocalInt( OBJECT_SELF, "fx_frequency" );
  if ( nFrequency == 0 ) nFrequency = 60;
  if ( Random( nFrequency ) > 5 ) return;

  // Generate the visual effects
  effect eEffect = EffectVisualEffect( VFX_SPELL_HIT_CALL_LIGHTNING );
  effect eImpact = EffectVisualEffect( VFX_HIT_SPELL_LIGHTNING );

  // Compute a 0.0-5.9 second delay
  float fDelay = IntToFloat( Random( 60 ) ) / 10.0f;

  // Find the nearest creature
  object oNearest = GetNearestCreature( CREATURE_TYPE_IS_ALIVE,
  CREATURE_ALIVE_BOTH, OBJECT_SELF );

  // Check if creature is within 5.0
  object oTarget = OBJECT_SELF;
  float fDistance = GetDistanceToObject( oNearest );

  if ( fDistance < 5.0 ) {
    // Set to the creature
    oTarget = oNearest;

    // Apply damage to creature
    ApplyDamage( oNearest, fDelay );
  }

  // Create visual display
  DelayCommand( fDelay,
    ApplyEffectToObject( DURATION_TYPE_INSTANT, eEffect, oTarget ) );
  DelayCommand( fDelay,
    ApplyEffectToObject( DURATION_TYPE_INSTANT, eImpact, oTarget ) );
}
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kevL's

upgraded version

Couldn't resist, Rj. it's pretty cool IG

// 'lightstrike'
/*
    OnHeartbeat script for a placeable (or other object). It could be slotted
    in a creature's heartbeat, eg, as a rather powerful defense. It will also
    work as-is in the OnEnter of a trigger, etc.

    This will create a lightning bolt strike, typically at an IPoint. It fires
    with a probability of "strikepct" each heartbeat; if a creature is within
    "strikerange" distance in meters, the closest creature will be targeted
    instead. The SaveDC can be specified as "strikedc" and the d6 damage
    delivered as "striked6". These are integer variables set on the object that
    fires this script.

    If a living target creature is within range, he/she/it will get a save vs
    electricity including any Evasion feats. But no distinction is made for
    reputation; friendlies and neutrals as well as hostiles get hit. The object
    that runs the script never gets hurt.
*/

// ________________
// ** CONSTANTS ***
// ----------------

// Set these variables as local_ints on the IPoint itself.
const string STRIKE_PCT     = "strikepct";      // probability of a lightning strike per heartbeat event (default 100%).
const string STRIKE_RANGE   = "strikerange";    // the range from the IPoint in meters for a creature to become a valid target (default 5 meters).
const string STRIKE_D6      = "striked6";       // quantity of d6 dice to roll for damage (default 3d6).
const string STRIKE_DC      = "strikedc";       // the SaveDC for a creature hit (default 10 + d6 value incl/ default).

// true enables misschance for the visual effect (but only if there's *not* a
// valid creature to target - if a creature is valid the strike hits directly).
// False strikes at the IPoint location. Note that true requires a rather large
// area to work as intended - that is, for the strike to still be visible.
const int MISSCHANCE = FALSE;


// _________________
// ** PROTOTYPES ***
// -----------------

// Applies electrical damage and hit-vfx to a creature target.
void Strike(object oTarget);


// ___________
// ** MAIN ***
// -----------
// note: OBJECT_SELF is the IPoint.
void main()
{
    //SendMessageToPC(GetFirstPC(FALSE), "Run ( lightstrike ) " + GetName(OBJECT_SELF) + " ( " + GetTag(OBJECT_SELF) + " )");

    int iPct = GetLocalInt(OBJECT_SELF, STRIKE_PCT);
    if (!iPct) iPct = 100;

    if (Random(100) < iPct)
    {
        object oTarget = OBJECT_INVALID;

        object oCreature = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, CREATURE_ALIVE_TRUE);
        if (GetIsObjectValid(oCreature))
        {
            int iRange = GetLocalInt(OBJECT_SELF, STRIKE_RANGE);
            if (!iRange) iRange = 5;

            if (GetDistanceToObject(oCreature) <= IntToFloat(iRange))
            {
                oTarget = oCreature;
            }
        }

        float fDelay = IntToFloat(Random(60)) / 10.f;

        int bMissChance = FALSE;

        if (GetIsObjectValid(oTarget))
        {
            DelayCommand(fDelay, Strike(oTarget));
        }
        else
        {
            oTarget = OBJECT_SELF;
            bMissChance = MISSCHANCE;
        }

        effect eVis = EffectVisualEffect(VFX_SPELL_HIT_CALL_LIGHTNING, bMissChance);
        DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
    }
}


// __________________
// ** DEFINITIONS ***
// ------------------

// Applies electrical damage and hit-vfx to a creature target.
void Strike(object oTarget)
{
    int iPower = GetLocalInt(OBJECT_SELF, STRIKE_D6);
    if (!iPower) iPower = 3;

    int iSaveDc = GetLocalInt(OBJECT_SELF, STRIKE_DC);
    if (!iSaveDc) iSaveDc = 10 + iPower;

    int iDamage = GetReflexAdjustedDamage(d6(iPower),
                                          oTarget,
                                          iSaveDc,
                                          SAVING_THROW_TYPE_ELECTRICITY);
    if (iDamage)
    {
        effect eHit = EffectVisualEffect(VFX_HIT_SPELL_LIGHTNING);
        effect eElectrical = EffectDamage(iDamage, DAMAGE_TYPE_ELECTRICAL, DAMAGE_POWER_ENERGY);
               eElectrical = EffectLinkEffects(eElectrical, eHit);

        ApplyEffectToObject(DURATION_TYPE_INSTANT, eElectrical, oTarget);
    }
}

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kamal

The nwn1 convert ettercap now has a white base, a tintmap (pure red/green/blue shown), and glowing eyes (for additional visual interest/creepiness). Also getting it properly statted up for the creature project.

 

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Arianna0

nice   I can find a use for that too

 

What I am mainly looking for is  something that  is not going to actually   damage someone   more as a visual effect  in a Temple area without  a script adding to lag

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kevL's

I hear what you're saying, but am skeptical there's a way to apply a periodic
effect without a script. Note that drawing the graphic itself is much more
intensive on a CPU than running a script ...

So if i were doing this for a persistent world/MP, I'd likely use a boolean to
track whether or not any players are in the area (OnEnter/OnExit), and check it
to bypass the heartbeat.

// 'vfx_lightning'
//
// Script that does a visual lightning strike at OBJECT_SELF.
void main()
{
    effect eVis = EffectVisualEffect(VFX_SPELL_HIT_CALL_LIGHTNING);
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
}



That's minimal, obviously. The random delay of the original is really good
and should be put back. So should frequency (perhaps).

- unless there's a scriptless way of getting what you want

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rjshae

Yes, as long as you aren't actually creating an object in the game or performing data retrieval from the disk, an optimized script should be fairly lightweight in terms of CPU load.

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kevL's

also, to get a script to run as fast as possible, use constants instead of getting local_ints. And script only what's required for a particular situation, a 'mission specific' script will nearly always execute faster than a generic script.

Arianna: i don't know the details of your particular situation, so I hope you can mush together yourself something between the minimal script posted, and the longer version.

cf -> scripting forum

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rjshae

Per FreshLook, the "MDB to FBX, FBX to MDB" tool is now fully functional. With this, it should be possible to create new animated creatures and placeables using only Blender.

Ed.: Well almost fully functional. The author has a few more minor elements he needs to include.

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ShadowM

Woohooo, been waiting for something like this. This might be the thing that push me to move over nwn2 custom content. Hope it get stickied.

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Trinital

Come to the darkside ShadowM.. Muahahaha

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Arianna0

I see that there is a VFX of a eye patch, bandit mask and a iron mask  . . . .

Has anyone made a VFX of a  Blindfold  ?   If not could /would someone  please

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kamal

Could you give us a link to those vfx? Acme Assault and Hattery gives a blindfold as a helmet. 

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Trinital

You already have what you need.. you can make a VFX that applies a helmet to someone.

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Arianna0

Could you give us a link to those vfx? Acme Assault and Hattery gives a blindfold as a helmet.

[VFX]
acme_fx_blackdomino - black domino mask
acme_fx_glassses - gold toned glasses
acme_fx_metalmask - silver toned full face mask
acme_fx_patchl - dark brown eye patch covering the left eye

***************************************************************************************************

I have those  and I know there is a  HELMET  blindfold  but I need a  VFX BLINDFOLD -  setting up a blindfold so that it can be worn and have the blind penalties  for those using one when going against  Baslisk and Medusa  -  without using  a item slot

 

And if I knew HOW to make a VFX from an Item I would not be asking in the first place

 

thank you

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FaerzressSparkles

Arianna0, you want the blindfold to work by simply being in the inventory or do you want it to be an activated item?

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Arianna0

activated item  on /off sort of thing  

our scripters have been trying to get the script to function correctly  

So far its  not allowing  a PC to to attack at all when worn

 

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rjshae

With release 0.3, the author says the mdb/fbx tools are now fully functional and just need testing. Here is a list of the newly implemented features.

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Dark

Would it be a lot of effort to port this: https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/threat-...

To nwn2?

Dark

Aka Pariah Dark, EvilShade, Pariah

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rjshae

Probably not, but it's very low poly so it probably won't look so great in NWN2. It needs a bit of refinement, both mesh wise and with the texture mapping. But I can give it a go.

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kamal
Would there be something similar out there on the free 3d model sites?
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rjshae

I looked around but couldn't find a good likeness, at least not with a free model.

The NWN model is actually a higher face count than I thought. It just needs some work on the cab.

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rjshae

Just a quick note regarding the City-State Project release: since I started using the old manor model, I noticed it had a few issues with reversed normals, and the walk mesh wouldn't bake cleanly on uneven ground. I uploaded a revision here that addresses the problems. It also includes the less delapidated manor version.

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rjshae

Somebody could rummage through all the non-stock special effects files in various locations and build a giant Visual Effects blueprints pack from the ones that are suitable for location placement, both from hakpacks and from released campaigns and modules. It would give builders a new set of building tools to enhance their module without having to sort through them all. I know I could use it -- there's a lot of them out there and it's unclear which ones will work without trying them all.

I documented the placeable-worthy visual effects in my toolset doc -- I don't believe the stock blueprints include them all.

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rjshae

Would it be a lot of effort to port this: https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/threat-...

To nwn2?

Here is the ported model:

https://www.dropbox.com/s/4cv3kkdedss5n9b/royal_carriage.7z?dl=0

It turned out all right, I guess. At least when viewed from a distance.

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