NON WORKING
Example of a Hecatoncheires concept, created using PHOD's Ravana as a base. It has some missing textures and does not work in the game [causes the game to crash]. It can be viewed in the toolset without too many stability issues, minus missing textures.
Q: Why upload something like this that doesn't work?
It is only an example that might inspire more able, model creators, to create their own inspired models. The model can be viewed in the toolset. If you really want to try, the model will load successfully in the game and even show signs of animation, but upon hovering over the creature, the game will crash.
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It's still a welcome addition. Any time someone takes the time to upload their (albeit a PHOD creation) monstrosities, is a good day. Imho.
Well met.
Agreed. This will likely inspire others to build. And inspire those that want to build something different. The only downside would have been not trying. The impossible is only impossible until it is not.
More.
—
Phyte: My heart has been locked for longer than I can remember.
Sharwyn: Done, and done.
—
While I've pondered the idea of a Hecatoncheires for a bit, I think the issue you run into is that you can only have so many things animated and they're going to be a bit of a mess regardless
The idea I've had is basically faking it. Only 10 or so arms actually animated and moving, but you hook up non-moving arms to those ones stretching off as their own things so it gives the illusion that the various arms are all doing something
This Hecatoncheires project was compromised on the more generic depiction: https://mythus.fandom.com/wiki/Hecatoncheires, because my Blender knowledge is newbie.
However, something more like this:https://monster.fandom.com/wiki/Hecatoncheir_(Dungeons_%26_Dragons), was what I was aiming for, but beyond my current skill.
Yeah, there's a specific crash limit for having too many seperate parts to a model. I don't recall the exact amount, but I know some of the CEP's dragons hit it back in the day on the regular. The ol' hundred handers would hit it for sure, hence the idea of merging parts together to reduce the number of objects down to managable numbers
The thing comes to a total of 69408 faces. Is there a limit anywhere (65535)? Reduce the number of faces, especially on the 22 head-nodes, then it might work.
Latest on model constraints in EE is here.
> Sounds plausible, have not idea about nodes, but that is a lot of faces.
Nodes are parts of a model (i.e. a head or an arm), faces are the surface of triangles within a certain part (node) of a model. Every head in your model has around 1600 faces (triangles) and there are 22 of them.