An ettercap was converted from nwn1 but never released. It was in the pack of critters someone made of the old vault but never released and then they disappeared.
> An ettercap was converted from nwn1 but never released. It was in the pack of critters someone made of the old vault but never released and then they disappeared.
Oh that thing. I have my doubts that they were ever converted. All we saw were the static models, which are easy enough to port.
There's a decent looking Minotaur model here. I wonder how it would look in NWN2? The poly could is over 3,000, but that could be managed with lower LoD versions.
I'm not sure if this is possible, but I have a musket model, and I'm wondering someone can fix it so that a VFX can be attached to it when it is fired. I think the scripting part is easy enough, but as I understand it, there's nowhere on the end of the barrel for the VFX to "attach".
The musket model itself is not mine, but it is marked "free and open", as is my project, found here:
> I'm not sure if this is possible, but I have a musket model, and I'm wondering someone can fix it so that a VFX can be attached to it when it is fired. I think the scripting part is easy enough, but as I understand it, there's nowhere on the end of the barrel for the VFX to "attach". <
Is that even possible with a weapon? About I can do is mesh particle emission. Maybe the emission can all be made to go in the forward direction rather than perpendicular to the face?
rjshae's torus in use, I reversed the polygons to get what I wanted (a torus interior), then made a vertical torus version as well, and gave it a glowmap. The first of the day/night screens use the vertical torus, the 2nd use the horizontal. Gave them a texture and stuck them into a map from Crimmor and made them really, really big. Worked fine ingame.
It was a test to make Sigil based maps look more like Sigil. The mods I've seen either don't do the ring, or do the ring way far away like it's some sort of Ringworld. I took a screenshot of a city ward in the toolset, made it a seamless texture, tiled it a bunch, and applied it to the torus to try to make it look like the city stretches into a tighter torus where you can look up and see city. Officially, the ring is relatively small and tight in as shown:
That picture has the area fog turned off. Ingame things arent really very visible during the day due to the fog settings of the area. At night things light up with the glow i applied to it. It's not very visible ingame because the player camera probably isnt at an angle to look at it too often. If someone uses the default fog settings i think you'd never see it at all.
In any case i figured modules that have Sigil would use something like it, so it was an afternoon experiment. And i thought Sigil needed to be more disorienting visually, rather than just a regular map given a yellowish cast like the stuff I've seen.
I've been reading the Faces of Sigil sourcebooks. It's fantastic.
It fades, i have the far plane really far.
Edit: just realized you were talking about the model, could be, the entire walkmesh of the area is inside the object's bounding box
I found a nice Dwarf Forge model over on CG trader, complete with textures and a royalty free license. The only problem is it's in FBX file format, which I can't import. It could make a nice little project if somebody has the right tools.
Looking at the Umoja's Yushai right now - the Deinonychus occasionally hunkers down and hangs low to the ground as part of it's fidgiting/idle animations. I think that's what the Screen shot captuired.
For a four-legged dinosaur, you'd probably need to work with a dragon skeleton. If you remove the wings and trim off the extra horns and large claws, a dragon might make a passable dinosaur (although I don't know which ones it would resemble).
I saw the musket being mentioned but has anyone ever tried to make a laser gun? I saw a few spell effects that look like lasers but I'm not sure that even matters considering the laser would be like a ranged weapon.
ddcx, dddc, dddx, ddxc, ddxx, wwcx, wwxc, RRRR, STU1, STU3, STD1, STD3. While the missing ST tiles are obvious, there are missing tiles like one wall with door and one wall with corner
I took a look at the RWS Dungeon tileset. Normally I can build new tiles from parts of other tiles, but in this case it will be a particular challenge because the tile models have so many unique curved parts that need to be melded together. Hmm.
The more I look, the more I realize the texturing... has issues. Here's an example:
The texture on the vertical column has been configured to align with the pedestal base, but the result is a stretched brickwork that looks unnatural. Fixing it though would require extensive work on the tileset.
Well a fix would be to modify the columns so that the brick textures are vertically aligned, which would be a few days work. But there are also some UV mapping issues with the roof. It just needs a going over.
From the current nwn1 monthly contest, the "hornalisk", giant lizard, and coatl. The first two look like they are staped such that they could use a boar, rat, or basilisk skeleton and would giant lizards would be a good addition for swamps and jungles and such. Not sure what would be involved with a coatl, maybe use some adapted imp skeleton since i think it's supposed to fly.
An all creatures package, similar to the tileset and placeables packs (pokes pj to update that :-) ), rjshae has already identified all the creatures https://neverwintervault.org/blog/rjshae/2015/jan/list-nwn2-creature-projects and there are appearance 2das that already include a lot of them (you can ask for mine if you need it)
An all vfx package, which should be easy to assemble as there's no 2da work involved, so it should just be a matter of tracking down all the vfx packs and putting them in one combined pack.
More object grouping prefabs or a compilation of existing ones (premade sets of furniture, tables with stuff on them, wizard labs, orc camps etc). These make putting together areas signifcantly faster because you can quickly drop in furnished rooms and points of interest for example. Here's my own package for an example : https://neverwintervault.org/project/nwn2/prefab/placeable/kamals-placeable-prefabs
A beginners guide to using the Community Scripting Library. The CSL lets you do all sorts of cool stuff like have 100 a side battles without lag (I saw Pain's demo video of 100 mindlayers vs 100 solars), organizing those battles (Nytir's Battle System is included), and automatic adjustment of spells for environments (eg no fireballs underwater). It has code for things like terrain and environment effects (slowed when wading in water, quicksand, drowning, highly flamable areas).
We are seeking a cut-down katana to serve as a wakizashi - a quest reward for our campaign - we don't need it to actually be a different weapon type - katana will suffice. Basically a standard katana with a slightly shorter blade. Anyone with some modeling know-how want to take this on? The two people we work with who can do this are both tied up.
Has anybody created an ettercap or found a similar NWN2 model?
Bob – Vault Projects · Nexus projects
> An ettercap was converted from nwn1 but never released. It was in the pack of critters someone made of the old vault but never released and then they disappeared.
Oh that thing. I have my doubts that they were ever converted. All we saw were the static models, which are easy enough to port.
There's a decent looking Minotaur model here. I wonder how it would look in NWN2? The poly could is over 3,000, but that could be managed with lower LoD versions.
I need a glass wall or forcefield vfx. Some one has done this but I cannot find the post(s). Does anyone remember where these are?
PJ
pj: there are stock forcefield vfx in the Hidden OC vfx pack, they are the Garius forcefields.
I also had altered them to make some forcefields for Crimmor : https://dl.dropboxusercontent.com/u/3879894/community/forcefield.7z (18)
One other way to make glass walls/forcefields is to take the waterfall placeables, scale them very thin, and turn off UV scrolling of the texture.
Thank you Kamal,
These will be used in SOAR :)
They're for the shadow dungeon.
PJ
How come we never hear about SOAR anymore.. there should be a thread for it.. >_<
Vault Submissions
There's a facebook page for Baldur's Gate Reloaded.
I miss reading the old bioware thread..
https://forums.nexusmods.com/index.php?/topic/4739585-baldurs-gate-ii-sh...
It's archived here ^
I saw - but I loved all the collaboration and discussion that took place in that thread.. and the screenshots..
I wish it could make a revival on nexus or here..
Hello,
I'm not sure if this is possible, but I have a musket model, and I'm wondering someone can fix it so that a VFX can be attached to it when it is fired. I think the scripting part is easy enough, but as I understand it, there's nowhere on the end of the barrel for the VFX to "attach".
The musket model itself is not mine, but it is marked "free and open", as is my project, found here:
https://neverwintervault.org/project/nwn2/hakpak/original-hakpak/black-p...
Can anyone do this or explain why it isn't possible if it can't be done?
Thanks!
Matt
> I'm not sure if this is possible, but I have a musket model, and I'm wondering someone can fix it so that a VFX can be attached to it when it is fired. I think the scripting part is easy enough, but as I understand it, there's nowhere on the end of the barrel for the VFX to "attach". <
Is that even possible with a weapon? About I can do is mesh particle emission. Maybe the emission can all be made to go in the forward direction rather than perpendicular to the face?
rjshae's torus in use, I reversed the polygons to get what I wanted (a torus interior), then made a vertical torus version as well, and gave it a glowmap. The first of the day/night screens use the vertical torus, the 2nd use the horizontal. Gave them a texture and stuck them into a map from Crimmor and made them really, really big. Worked fine ingame.
https://dl.dropboxusercontent.com/u/3879894/sigil_test_day.jpg
https://dl.dropboxusercontent.com/u/3879894/sigil_test_day2.jpg
https://dl.dropboxusercontent.com/u/3879894/sigil_test_night.jpg
https://dl.dropboxusercontent.com/u/3879894/sigil_test_night2.jpg
What is that Kamal?
It was a test to make Sigil based maps look more like Sigil. The mods I've seen either don't do the ring, or do the ring way far away like it's some sort of Ringworld. I took a screenshot of a city ward in the toolset, made it a seamless texture, tiled it a bunch, and applied it to the torus to try to make it look like the city stretches into a tighter torus where you can look up and see city. Officially, the ring is relatively small and tight in as shown:
Oh.. I didn't know that about Sigil.. Lol
Nice job!
It looks very cool Kamal_ almost makes me feel a little sick. Very gtood work :D
PJ
I guess the model doesn't fade with distance because you're inside it?
I found a nice Dwarf Forge model over on CG trader, complete with textures and a royalty free license. The only problem is it's in FBX file format, which I can't import. It could make a nice little project if somebody has the right tools.
Are you sure? Blender comes Natively with an Autodesk importer.
It doesn't work on FBX
binaryASCII files, so my past attempts at such have failed.Ed.: Okay, yes it works with this model. Thanks.
Nevermind, identified the stuff
Looking at the Umoja's Yushai right now - the Deinonychus occasionally hunkers down and hangs low to the ground as part of it's fidgiting/idle animations. I think that's what the Screen shot captuired.
For a four-legged dinosaur, you'd probably need to work with a dragon skeleton. If you remove the wings and trim off the extra horns and large claws, a dragon might make a passable dinosaur (although I don't know which ones it would resemble).
I saw the musket being mentioned but has anyone ever tried to make a laser gun? I saw a few spell effects that look like lasers but I'm not sure that even matters considering the laser would be like a ranged weapon.
I found that doorframe, it was already in pj's cornucopia, so I missed it.
*No longer needed*
Are you the runescape guy? :p
Hmm, I'm not sure how to answer that lol
What do you mean by Runescape guy :P?
Your doing that Runescape module ?! I saw it on a news article a while back.
Yeah, PC Gamer did an article on it and reviewed it for us :p
RWS Dungeon is missing a bunch of standard tiles:
ddcx, dddc, dddx, ddxc, ddxx, wwcx, wwxc, RRRR, STU1, STU3, STD1, STD3. While the missing ST tiles are obvious, there are missing tiles like one wall with door and one wall with corner
I second that, theres a lot more can be done with that set.
PJ
I took a look at the RWS Dungeon tileset. Normally I can build new tiles from parts of other tiles, but in this case it will be a particular challenge because the tile models have so many unique curved parts that need to be melded together. Hmm.
The more I look, the more I realize the texturing... has issues. Here's an example:
The texture on the vertical column has been configured to align with the pedestal base, but the result is a stretched brickwork that looks unnatural. Fixing it though would require extensive work on the tileset.
ooh, yeah, that's not pretty. I messaged Hellfire to see about possibly a point in the right direction for it,
Well a fix would be to modify the columns so that the brick textures are vertically aligned, which would be a few days work. But there are also some UV mapping issues with the roof. It just needs a going over.
An all creatures package, similar to the tileset and placeables packs (pokes pj to update that :-) ), rjshae has already identified all the creatures https://neverwintervault.org/blog/rjshae/2015/jan/list-nwn2-creature-projects and there are appearance 2das that already include a lot of them (you can ask for mine if you need it)
An all vfx package, which should be easy to assemble as there's no 2da work involved, so it should just be a matter of tracking down all the vfx packs and putting them in one combined pack.
More object grouping prefabs or a compilation of existing ones (premade sets of furniture, tables with stuff on them, wizard labs, orc camps etc). These make putting together areas signifcantly faster because you can quickly drop in furnished rooms and points of interest for example. Here's my own package for an example : https://neverwintervault.org/project/nwn2/prefab/placeable/kamals-placeable-prefabs
A beginners guide to using the Community Scripting Library. The CSL lets you do all sorts of cool stuff like have 100 a side battles without lag (I saw Pain's demo video of 100 mindlayers vs 100 solars), organizing those battles (Nytir's Battle System is included), and automatic adjustment of spells for environments (eg no fireballs underwater). It has code for things like terrain and environment effects (slowed when wading in water, quicksand, drowning, highly flamable areas).
http://www.nexusmods.com/neverwinter2/mods/3/?
.
(( No longer needed, but I cant delete ))
We are seeking a cut-down katana to serve as a wakizashi - a quest reward for our campaign - we don't need it to actually be a different weapon type - katana will suffice. Basically a standard katana with a slightly shorter blade. Anyone with some modeling know-how want to take this on? The two people we work with who can do this are both tied up.
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