Jul. 18, 2013: Heavy Iron, Older Cities, Earth Elementals, and a Little More
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Jul. 18, 2013: Heavy Iron, Older Cities, Earth Elementals, and a Little More
I'm planning on putting out a hak update on the 18th (in a couple of days). A couple of files will get updated.
aeneahak_q.hak - removing a bunch of redundant creature models that are in Project Q
aeneahak_updates.hak - adding some stuff
aenea.tlk - adding new lines for a new blink spell, adding missing lines for level selectable scrolls of detect good, detect evil, and magic stone
Heavy Iron:
I've never been terribly fond of the NWN iron golem model, so I put a bit of time in last night and today to whip up a replacement. Mine is based on the Q stone golem. It's darker, bulkier, and looks more like animated iron than a "tiny-headed, weak-waisted robot in a D&D game". I also made two variants, one partially rusted and one completely rusted.
Older Cities:
Macedone will be getting retextured so that it looks a bit more like it's been lived in for a long time. Any other location that uses teh "city exterior" tileset will also get retextured.
Earth Elementals:
I did a little experimenting with textures, and I'll be adding two new elemental models. These should start to show up in-game in the near future when someone summons up an elemental in certain locations. I made a lava & obsidian version (for when summoned under Sunset Cauldron, inside Forge, or in the Dark Realm), and I made a sand & rock version (for when summoned underwater). Elemental properties won't change in these cases, just the appearance.
A Little More:
Clay & Stone Golems: I finally located the problem with the Project Q golems and their lack of animations and fixed it for this upcoming hak update.
Web Placeables by PLUSH HYENA of DOOM: I'm adding some improved web placeable models that should blend better with their environments.
Forge Placeable: I'm adding a new model for blacksmith forges, converted a while ago from NWN2 by thegeorge. This model just wasn't included in the CEP, so I didn't have it before.
Beehive Placeables: Found a good beekeeper's hive in with the NWN2 conversions by thegeorge. I'm also working on a "wild" beehive model. Both will be used as sources of harvestable honey (wild ones replacing a couple of existing ones and beekeeper's ones will be added to several farms).
blink - Cycles 100% concealment for 3 seconds, then no concealment for 3 seconds, repeating for 1 round/level (simulating becoming partially ethereal for short moments). 3rd level bard spell.
aeneahak_q.hak - removing a bunch of redundant creature models that are in Project Q
aeneahak_updates.hak - adding some stuff
aenea.tlk - adding new lines for a new blink spell, adding missing lines for level selectable scrolls of detect good, detect evil, and magic stone
Heavy Iron:
I've never been terribly fond of the NWN iron golem model, so I put a bit of time in last night and today to whip up a replacement. Mine is based on the Q stone golem. It's darker, bulkier, and looks more like animated iron than a "tiny-headed, weak-waisted robot in a D&D game". I also made two variants, one partially rusted and one completely rusted.
Older Cities:
Macedone will be getting retextured so that it looks a bit more like it's been lived in for a long time. Any other location that uses teh "city exterior" tileset will also get retextured.
Earth Elementals:
I did a little experimenting with textures, and I'll be adding two new elemental models. These should start to show up in-game in the near future when someone summons up an elemental in certain locations. I made a lava & obsidian version (for when summoned under Sunset Cauldron, inside Forge, or in the Dark Realm), and I made a sand & rock version (for when summoned underwater). Elemental properties won't change in these cases, just the appearance.
A Little More:
Clay & Stone Golems: I finally located the problem with the Project Q golems and their lack of animations and fixed it for this upcoming hak update.
Web Placeables by PLUSH HYENA of DOOM: I'm adding some improved web placeable models that should blend better with their environments.
Forge Placeable: I'm adding a new model for blacksmith forges, converted a while ago from NWN2 by thegeorge. This model just wasn't included in the CEP, so I didn't have it before.
Beehive Placeables: Found a good beekeeper's hive in with the NWN2 conversions by thegeorge. I'm also working on a "wild" beehive model. Both will be used as sources of harvestable honey (wild ones replacing a couple of existing ones and beekeeper's ones will be added to several farms).
blink - Cycles 100% concealment for 3 seconds, then no concealment for 3 seconds, repeating for 1 round/level (simulating becoming partially ethereal for short moments). 3rd level bard spell.
Last edited by The Amethyst Dragon on Thu Jul 18, 2013 5:13 am; edited 2 times in total (Reason for editing : adding info on blink spell)
Re: Jul. 18, 2013: Heavy Iron, Older Cities, Earth Elementals, and a Little More
Sweet sweet sweet! Those heavy irons look wicked! Hey, any chance that you can add some armor parts from PHoD? Not the big-chest ones, but the foot/shin/thigh/pelvis parts ...
Eric of Atrophy- Ludicrous Level
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Re: Jul. 18, 2013: Heavy Iron, Older Cities, Earth Elementals, and a Little More
Wow! Really loving those Golem models.. gives me an idea for a "war torn" dungeon... loads of Golems in one half... leading to tunnels with rust monsters in the other half.. the PC would enter in the "middle" of the major conflict area... maybe a quest in place from the Golem creator to rid the place of rusties; "bring me sixty rust monster carapace and a leg from the rusties queen"....
I want a good two hours free from chores to log in game and get some playtime in .... ...
I want a good two hours free from chores to log in game and get some playtime in .... ...
RustyDios- High Epic Level
- Number of posts : 2271
Age : 39
Location : England // Getting lost in Aenea
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Other Character. : Grace Fularras, Walking Library , Cleric of Mystara
Other Character.. : See my sig ... And here too ...
NWN Username : RustyDios
Time Zone : GMT (England, DST)
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Registration date : 2008-07-28
Re: Jul. 18, 2013: Heavy Iron, Older Cities, Earth Elementals, and a Little More
That's pretty awesome; those iron golems are so much better looking than the default bioware appearance! Loves the elemental spin, too!
Angel of Death- Epic Level
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Personal Quote: "The way of the bow is simplicity and beauty combined with power and discipline."
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Re: Jul. 18, 2013: Heavy Iron, Older Cities, Earth Elementals, and a Little More
Decided to throw in a new spell for bards at the last minute. Edited 1st post here to slip it in at the end.
Time to start compressing files to get them uploaded.
Time to start compressing files to get them uploaded.
Re: Jul. 18, 2013: Heavy Iron, Older Cities, Earth Elementals, and a Little More
The Heavy Irons are awesome! Very, very sweet creatures! Only thing that bugs me is how they kick - I would've thought that something so heavy couldn't pull off a forward flying kick the way they do. Helluva cool, though. And the fixed animations for the stone golem are awesome, as well. (Didn't have a chance to see the clays in action, that will likely be next trip!) Super work, ! That's why we keep coming back for more!
Eric of Atrophy- Ludicrous Level
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Number of posts : 4112
Age : 51
Location : Kea'au, HI, USA
Main Character : The Vault of Atrophy
NWN Username : atrophied_eric
DM Name : Dungeon Mistress Anaurra Lide
Time Zone : GMT - 10:00 EST (We have our own time zone!)
Registration date : 2008-06-06
Re: Jul. 18, 2013: Heavy Iron, Older Cities, Earth Elementals, and a Little More
Actually.... I dunno if it's something on my end, but Macedone's tileset doesn't look any different. Cleaned out the override, reinstalled just the basic haks for aenea, still no change that I can discern.
The are between the gates and the trade district looks a little different... grassy instead of cobble, but the high district, docks and trade district still look like default city exterior tilesets.
The are between the gates and the trade district looks a little different... grassy instead of cobble, but the high district, docks and trade district still look like default city exterior tilesets.
MannyJabrielle- Ludicrous Level
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Number of posts : 5927
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Registration date : 2008-07-05
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