Jun 21, 2013

Vaulted


Well this is interesting:
http://social.bioware.com/forum/1/topic/167/index/16570655

The vault seems to be dead, more literally than figuratively to be honest.

I had never really worried about it because I hard heard of the nexus, but upon seeing the ridiculously low download counts for modules on there ( see my post on the forum) I'm a little concerned about the whole situation. It sounds like vault 2.0 whatever that is, is the best hope.

I can already see a discussion about a new voting format... I don't see the point of putting my two cents in as I seem to prefer more objective approach than most modders, who I find may prefer to insulate themselves from the true scores of their modules.

But I'd like to add my two cents here just to get it out there:

Personally I would like to see limited high votes as had been bandied around and already squashed by Rolo.

If the vault system of votes were actually adhered too, I would have a much better benchmark of where I stand and other modules before I choose which ones to play. By vault voting standards I would be very happy if my works reach seven.... anything over 8 would make you an all star. Likewise I would find a 4 vote very informative as it indicates a near miss... room for improvement. And a 5 puts you middle of the pack. All useful places to be in my mind.

But the existing system of trying to figure out how a module that is a 9.4 is about 1/10th as polished and inventive as one rating 9.7 is basically useless. So if that's the alternative I say go with the equally uninformative thumbs up and down as per the nexus and how it seems to work. As has been echoed by my fellow modders, voting isn't necessary at all if it's done poorly. Personally as many know, I like my download counts. Without them I wouldn't have the energy to make free gaming experiences.

Oh and Karmic Troupers continues... I don't get many days off these days but it's going to be a shorter work with a reasonable release time as promised. You may even enjoy it. But more on that next post.

May 24, 2013

There is a pulse...

With most things sorted out, I will be doing some modding again.

My blog (and reflected experiments) have kind of been all over the map.

I want to focus on finishing my 1 month challenge mod (that I started... can you believe it... TWO years ago). But it will require some more basic and if possible, advanced custom modelling, for it to meet my plans.

My plans are probably unreachable. But plans are plans.

So I'll handle the module first, make it playable end to end and then I'll have a chance to get as far as I can with the custom modelling I've learned. I still think the crocodile is finishable, I did get it to animate but all of the steps involved made my head almost cave in so I kinda took a step back from models, for now.


So Karmic Troupers Episode One is back on. And a short time frame, as originally planned.


Jan 2, 2013

Gotta say something

Sorry to have put this blog on life support.

I'll update with what I think I'm maybe doing.
I moved into a place of my own, need a roommate and a better job stat so I don't think there will be any production to speak of anyway till I nail down the essentials of life first.

Stay tuned.

Jul 8, 2012

Talk to the Hand

Currently I am trying to both create (and learn whilst doing) how to model a good hand. Things are always more complicated than they seem at this early stage of learning modelling. This is the crude design... I would like to see it look a little more human and a little less goof troop. There is a ton of usage once I get it looking like a real hand... for Neverwinter Nights 2 applications...

  • A standing statue of a hand (for Helm and any other hand symbol based deity)
  • Enhancing Bigby's line of spells visual effects
  • A floating and attacking hand creature
  • A clawed handed
Once the hand is good, I can create an animation skeleton so I can freeze it into various poses, alter the detail level, size, nails, and finger fatness to get various results.



Jun 27, 2012

I'm here, I'm here...

I haven't disappeared or anything just busy between switching a job, buying a car, selling an existing car, fixing a former car.

3d modelling is a lot of work. But I am determined to finish the crocodile now that Elysius has gone to the strain of creating a book on it through his blog. I may lean more towards placeable creation than creatures going forward, but I retain the ability to create a necessary creature if a need should arise. Particularly when you can steal the animations of a similar one. That is a useful skill.

Recently I fleshed out the EXP and area table for my episodic adventure, and completed an area for chapter 1 of the Althea campaign.

Ps you didn't hear it from me, but I processed a few major plot points in a possible Islander 2. But seriously nobody said anything.

Apr 23, 2012

Getting Hammered

Obligatory picture

Well I've just been too busy with a second job so I just wanted to say nothing has happened, but there is reason to believe I can actually complete the crocodile when my time frees up again in about 3 weeks. I had to re-work it again, but I did get to the stage of it having more than just an idle animation (walking will be the hardest), and I also realized from TV that crocodiles walk like a dog, not with its legs spread way out like a spiders.

Until then, get hammered I guess. Those are just some concept weapons I did in 20 minutes.

Apr 6, 2012

Hazaa: video time

Well that picture I put up showed little more than a statue (that's what it was thanks to some flaws in the execution). So let me show a more legitimate prototype:

Eguintir, crocodile hunter.

You gotta switch to 720p and fullscreen to really see the mouth action.

There's some things to hammer out yet, but I think we can all agree that creature is close to legitimate.

Mar 27, 2012

My Babies are alive!

Stay tuned for more updates!


Mar 11, 2012

Cracking the Code With Elysius

Thought I would make a quick update here as it has been a while. I did up the rough mesh for an owlbear. It really pays to have a picture or think about what you are doing first because I screwed around with it for a week because it didn't look quite right. Then I realized bears heads go straight out like a dogs, and not upward like a horse, which is how I had it. Anyway, before I go through all the rest does anyone know if it's somehow available in NWN2 already in a hak and I am wasting my time? I was trying to find a sorely missed but highly common monster that many would use.

As for the crocodile (Shaughn), I was able to contact Elysius now that he's partially temporarily un-retired from his blog, and got some good direction. I'll be able to animate this crocodile or any other model pretty easily as expected, now that I know how. Still working on texturing but I think I have an idea on that as well.

He also made it known how to borrow a skeleton, for the purpose of using brand new models, but existing animations, such as how the hill giant's appear to be done in that hak on the vault. So I guess I can do the flying eyeball at some point after the crocodile, once I give the eyeball actual teeth and wing textures that are more professional.

Any idea what a crocodile's animations should be? I think rather than just a lazy uncreative variation of bites, one of the attacks should be the famous death roll they do once they clamp down. So I guess I do have to pay some attention to the underbelly texturing quality.