ShadowDancer's models
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08-04-2008, 03:30 AM,
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I resized the torch that the player can hold and I moved the gripping point for the player to a better location. Attached is a picture of what it looks like now when a player is holding it. How does it look compared to the player?
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08-04-2008, 11:56 AM,
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I still would have thought that the CastleLight02 would have had some collision.
As for the gripping point, I'd have it held a bit higher up. My reasoning is that the top is made from either iron or steel (implied by the rust), so it must be pretty top heavy, and holding it right at the bottom like that would make it really unwieldy. |
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08-04-2008, 02:36 PM,
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Quote:Originally posted by nick_op Yeah, I don't know what to make of it either. My only guess was that they felt it either got in the way with collision someplace or someone made a change along the way and some lights got left out because they weren't in the lights folder. True. It was the first attempt at moving the hand placement on the item. This appears to be done solely through where the item is compared to 0,0,0 when it is exported out of 3ds max. Though I must say, unwieldy is mute in my opinion with the character running around swinging maces made completely out of metal. :lol: But it does look better with the hand farther up the handle. The attached pic shows where I moved the hand-hold to. |
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08-04-2008, 08:31 PM,
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Yep, I like it as it is now. Having the hand further up allows it to show of th metal bit on the bottom more as well.
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08-05-2008, 02:43 AM,
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Quote:Originally posted by nick_op Excellent, I am now starting to work on a wall mount for the wall version. Not sure of the design to go with though. Does anyone have a suggestion? I know that the mount will be a ring on the upper half, but that is as far as I have a clear vision at this point. I will probably go trolling through some of the Oblivion and Silgrad assets to see if something strikes me. I am assuming this is considered a mostly Imperial asset - is this correct? Or did the Imperials co-opt it from the locals? Also, I changed the center texture to the Ash01 to make the bottom look like there was something in there to burn. It didn't make much sense for it to be empty metal and burning. |
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08-05-2008, 04:25 PM,
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I am posting this just because it is so cool to be able to figure out how to negate light spells. I figure this could be useful to darken a room to really mess with a player. Check out the attached image. Notice that you can see the corners of the room that the character is in but even the character appears mostly black with a minor outline from a light potion (made with 100 skill in alchemy so its a big radius) - you can see the characters head in the middle outlined against the corner of the room.
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08-06-2008, 04:56 AM,
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I finshed working on the priliminary attempt at a torch ring. Please give me opinions on how it looks. I couldn't find much in the way of historical pictures for a torch holder, but this is fairly close to some that are in Italy.
Currently I have them as seperate objects and the nice thing is that the torch and holder have the same set points, with the torch angled at -15 degrees in the X direction to fit in place perfectly. The other way to go would be to make it a one shot placement for both the holder and the torch which is probably easier on the people who are placing objects. I can also do a lone torch ring with the bottom ring hanging if someone wants to place a torch ring without a torch. |
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08-09-2008, 07:58 AM,
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Here are the nifs I have been working on. They should be ready to be checked.
Let me know if they need any other things done on them. The only thing to note is that the 1st, 2nd, and 5th need to be loaded into the CS via the procedure here so as not to crash the CS. The BSXFlag and the nodes are already set, so it is a matter of editing a light, renaming it, adding the new nif file, and creating a new form. The Torch01 is a regular wall torch with a flamenode but no holder, torch02 is carryable by the player with a flamenode, Torch_nofire is static and has no flamenode, Torchring_NoTorch is a torchring without a torch, and Torchring_Torch is a torchring with a torch that has a flamenode. I think those cover most of the possibilities unless there is a reason for some to not have the rusted metal because they are inside a building or something. |
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08-10-2008, 04:46 AM,
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Light_Com_Lamp_01
The next one up is the Light_Com_Lamp_01, but I need a size reference. I have the lamp made (except for the candle) but I need to size it down to the appropriate height. Does anyone know how big this model is supposed to be? For size comparison, it would be preferable to have an item from the CS that would be approximately the same height. Here is a pic from 3dsmax though.
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08-10-2008, 06:12 PM,
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Looks great :goodjob: . I hadn't seen that torch ring before but I really like the one that hangs at an angle...
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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