What if Ideas (And Sahji's Showoff Thread)

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Wired
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Re: What if Ideas

Post by Wired »

Sahji wrote:Still figuring things out. Last night I tried the quiver, and for some reason it applied to the character I logged in with instead of my target. >_>
When you figure this out let me know, I had the same problem with my aftermarket-beards system. I haven't returned to it quite yet but if you figure it out in the interim, would be a boon to me.
Where to go from here
Well, "p_hhm_acme_helm03" is designed for "hhm" or, Human Male. You'll have to make iterations of this in different race and gender category.
you really only need to do this if its a skinned mesh (read: weighted to a skeleton for animation). if the item is RIGID (like armor parts, items, incl. the quiver item) you wouldn't need raced/gendered versions.

I suspect the 'wandering VFX' issue is limited to skinned meshes. it may be a fatal flaw.
Cum eos testibus arripuisses, eorum corda mentesque sequentur

10/2
Sahji
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Re: What if Ideas

Post by Sahji »

Image
*click to see whole image

GO! INVADE, MY VANGUARDIANS!
Last edited by Sahji on Fri Mar 07, 2014 7:46 am, edited 1 time in total.
Sahji
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Re: What if Ideas

Post by Sahji »

Image

Greatswords on backs.
Arkalezth
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Re: What if Ideas

Post by Arkalezth »

:o I was going to suggest those!

Also, what about this? Is it a staff on his back or what?
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Re: What if Ideas

Post by Aglet Blacksoul »

Awesome work Sahji!
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triangles
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Re: What if Ideas

Post by triangles »

Yesssssss! <3
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Re: What if Ideas

Post by Karma »

well now I have t make a new character :) Just for that look
ImageImageImage
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Sahji
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Re: What if Ideas

Post by Sahji »

Image

And the testing continued........for science.
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Re: What if Ideas

Post by Kell »

What does it look like if you're lying down, Sahji? Could it become a form of natural camouflage >=D haha
"A wise man once said nothing."

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Wired
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Re: What if Ideas

Post by Wired »

it's pronounced S C I E N C E !
Cum eos testibus arripuisses, eorum corda mentesque sequentur

10/2
Sahji
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COMPLETE: Longbows

Post by Sahji »

SET ONE: LONGBOWS - COMPLETE

Image
*click to see entire image

5 new meshes made:
  • • i_worn_lbow01
    • i_worn_lbow02
    • i_worn_lbow03
    • i_worn_lbow04
    • i_worn_lbow05
5 New VFX made:
  • ♦ fx_worn_lbow01
    ♦ fx_worn_lbow02
    ♦ fx_worn_lbow03
    ♦ fx_worn_lbow04
    ♦ fx_worn_lbow05

Notes:
Bows were flipped across x axis. Slight inward tilt at bottom (minimizes noticeable jut). Slight tilt toward the right shoulder. Modeled in positional style after Skyrim bows. Created to accommodate (most) cloaks and quivers; slight gap from character back to the bow itself. All VFX are pure white in color scheme.
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Re: What if Ideas

Post by Karma »

OH MY GOD. SAHJI YOU BEAUTIFUL THING. This is AWESOME
ImageImageImage
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Sahji
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SET TWO

Post by Sahji »

SET TWO: SHIELDS - COMPLETE

Image

9 new meshes:
  • • i_worn_shield_large01
    i_worn_shield_large03
    i_worn_shield_large04
    i_worn_shield_steel01
    i_worn_shield_towr01
    i_worn_shield_towr02
    i_worn_shield_towr04
    i_worn_shield_wood01
    i_worn_shield_Vanguard
18 new VFX:
  • fx_worn_shield_large01
    fx_worn_shield_large03
    fx_worn_shield_large03B (Blue variant)
    fx_worn_shield_large03R (Red variant)
    fx_worn_shield_large04
    fx_worn_shield_large04B (Blue)
    fx_worn_shield_large04R (red)
    fx_worn_shield_steel01
    fx_worn_shield_steel01B (Blue)
    fx_worn_shield_steel01R (Red)
    fx_worn_shield_towr01
    fx_worn_shield_towr02
    fx_worn_shield_towr02B (Blue)
    fx_worn_shield_towr02R (Red)
    fx_worn_shield_towr04
    fx_worn_shield_towr04B (Blue)
    fx_worn_shield_towr04 (Red)
    fx_worn_shield_vanguard
NOTES: Made without cloaks in mind. Mostly 3 versions, 1 neutral color, one blue, one red. Might add a specific color if its called for/requested enough. Shields sit low on half orcs. Tower shields may not be proper/acceptable in a realism sense (Unless you're an h'orc). "Steel" Shields seem oddly textured--might be removed from proper release.

Tweaked similarly to bows, flipped over x axis and tilted closer at bottom.
Sahji
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Re: What if Ideas

Post by Sahji »

WHAT IF
Wandering monsters/encounters in the Overland Map?

Also:
Created a small set of hip-set weapons using hip armor piece. Includes daggers, clubs, a few axes, sling. Can't do a lot of other ones like shortswords because they use 3 different models...... I might have to just turn those into VFX instead, which means no shortsword on hip AND bow on back........
Sahji
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Real EARRINGS

Post by Sahji »

So I'm getting more familiar with the modeling software.

Enough that I made proper earrings!
Image

I liked the concept of earrings, but I found the ones already in Das to be bulky, and they're billboards--which means no matter which way you faced, the earrings would always face you...which looks funny on hoop earrings.

So I made a new model.
A single earring is 96 polygons, 46 vertices.... double that if you have 2 earrings, of course.
To put it in perspective, the acme glasses model is ~200 polys. So it's nice and snug and small.

Then I made 2 other versions, one small, and one large. Now there are three models!

Then I made diffuse/normal/tint maps. Altogether, they're a whole 4 KB in size.

To make them accessible in game, I made VFXs for each....
2 Colors: Silver/Gold
3 Versions: Left/Right/Both

It adds up to 18 new VFX, each 3KB . Wowza.

Unfortunately the earrings don't work for all genders/races for reasons I don't fully understand. It probably has to do either with the head meshes and/or where the ATTACH_EAR point is (or is not).

- Dwarves seem to LACK any ears at all...
- Half orc males and gnome males have "ears" in their necks?
- Halfling females' ears and half orc females ears clip the earrings some.

Tested working for all other humanoid races/genders. Only ran through a few faces, haven't gone through each and every face to see how well they meshed but it seemed rather consistent.

TOTAL SIZE: 56KB
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