Custom Content Challenge - April 2021 : Hunters and fishermen

The theme for this month’s challenge: “Hunters and fishermen”

Everything about hunting. New weapons and clothes and icons: rifles, optics, bows, complete with bandolier, fishing rods, fishing line, bait, floats, fishing tackle, waterproof leggings, nets. New game and fish creatures: hares, pheasants, quails, woodcock, partridge, partridge etc. Trout, salmon, pike, carp. Hunting dogs. New tiles and positionable. hunting huts, exposed animals, posable traps, slits, basket and feed with stick and rope, snare etc.

This theme was suggested by quevy.

Guidelines:

It must be fully working in game.
Use of vanilla NWN or publicly available texture is fine. Just remember that NWN textures must have dimensions in powers of 2 (2, 4, 8, 16, 32, etc.).
Teamwork is welcome.
Beginners most welcome. Don’t be afraid, just try, you’ll be surprised!
“Custom Content” includes many sorts of things: models, scripts, prefabs (areas, items, creatures, conversations, quests, etc.), sounds, portraits, or anything else new for the game.
All submissions must be finished, working, and emailed to ** nwvaultccchallenge@gmail.com** (or a non-Vault link provided) by April 1st, 2021. Sooner than that is perfectly fine too. :wink:
Some things you could include in the download/email that would make packaging everything up easier and faster:

2da lines needed.
Screenshot from in game for use on the Vault page. Formats: .bmp, .jpg, .png, or .tga
Portraits (if needed) of your new goodie. Placeables and monsters should include a portrait.
Inventory icons (if needed) of your new goodie.
Any credits you would like listed.
If this is your first entry, please tell me what name you would like your work listed under and provide a link to your other NWN content if you want that displayed as well (the link bit is totally optional).
Remember, the Challenge is all about fun, sharing, creativity, and surprise!

This thread is for all sorts of discussion about this month’s theme: ideas for things to make, questions/concerns, announcement of what you intend to make, screenshots of work in progress and/or finished projects.

When submitting a new theme, please provide a title and short summary of the theme.

If you have a technical question about some custom content creation, please create a separate thread so that the answers can be found later by anyone, not just people interested in this Challenge.

We’ll try to help!

Have no fear and join the fun!

And finally, you can:

Submit theme suggestions .
Vote for May’s theme.
Email content to: ** nwvaultccchallenge@gmail.com**

TR

Nobody interested? One third of the month gone already. Don’t forget it doesn’t have to be 3D models. Item icons, sounds, scripts, even pre-fabs are all acceptable for a ccc you know. Could even be a combination of two or more of those. Example idea- New traps utilising item icons and scripts.

So anyone else got any ideas?

TR

I am interested in this month’s theme. Will try to do something relevant. Thinking about hunting horns or fishing rods or some scripting at the moment.

CG

PS: i already got a 90% finished “castle pit trap” (old remnant of a precedent CCC i was unable to finish), but… Is pit trapping goblins or adventurers considered hunting ? :wink: If indoor hunting was a thing, maybe. :slight_smile:

1 Like

I may have something coming down the pipeline but that something also includes my wretched touch upon skinmesh, which has what I’ll generously describe as ‘a bad history’

9 days to go. Any updates you guys would like to share?

TR

“The Most Dangerous Game”! :scream:

1 Like

So anyone a wiz with skinmesh?

I’ve got a WIP Arapaima I downloaded from a bunch of fish models from the Internet Archive. Problem, skinmesh and me do not communicate well at all and while most of it is working, its still inheriting a bit of a hump from the goblin shark I’ve based on it.

Anyone able to give it a once over to see what I’ve done wrong with the weights? Can’t get it going as well on Gmax as it was the first time unfortunately arapaimawip

If I can get this fish working there’s a ton of other weird fish models in the pack that NWN doesn’t have that I’m eager to get ingame, because giant carp are of course a traditional Dwarfish foe, but if I can’t get the seemingly easy one working, getting the carp is not going to go well either

1 Like

It looks like some vertices are influenced by the wrong bone (the root dummy perhaps?) and not the expected tail bone. Difficult to say more without the mdl or max file.

Quickly zipped up if anyone else wants a swing at it. Got work tomorrow but it being Ammonite Week means I may not get to it as tomorrow I gotta try and whip up an ammonite

arapaima.zip (156.0 KB)

For anyone unsure what ammonites were here is a National Geographic article that gives a short summary.

@4760 would you take a look please now that the zipped mdl is there?

TR

@Mecheon I just checked the rig (from arapaima.zip) in Blender using the c_sharkmk.mdl for the animations (on these, the c_sharkgb.mdl draws via super model) and it looks fine to me! Smooth swimming animation. Is there still a need for “help”?

Check the fish ingame. No clue why its different ingame, but one of the points around the tail goes right into the body rather than where it should be going

Blender rig works fine, its just ingame the issue crops up (Just copy the goblin shark 2da)

OK, will try so today. As 4760: It’s probaly a vert with wrong weights.

A quick check shows, that there are verts, which have more then 4 bones assigned. Maybe that is one reason… Well - of to work now! :slight_smile:

Sounds about right. I wish I could tell you how I rigged the thing outside of ‘i dunno I think this makes things rig in Gmax’

Will attempt to fix after work

Yes, that’s the only thing I noticed. Well, the envelopes don’t include all the vertices, but playing the idle animation in max doesn’t show anything wrong with that.

Got it working! Thanks everyone. Naturally once I fixed one vertex, next in line broke, but I tracked it down and eventually fixed the lot of them

Ammonite progress is its whole own thing but having one of these fish be available is promising for the future and mucking about with this pile of models I came across

9 Likes

I am late, sorry. 'cause the fishing rods were too easy… I tried my hand and my rusting modeling abilities building a log shack. Hope there is some need for a tiny hunter’s cabin placeable. I tried to use a standard door opening. At a minimum, you should be able to use the hide/delete door trick to place your favorite door in it. Ah yes, i have a question.
Is it possible to add “doors hooks” in a placeable like in a tile ? Maybe i am in luck, and it can be done.

CG

logcabin02

logcaback02

3 Likes

Alright Here’s a few little somethings…
Wolves:
A complete remake of the original content wolves. I replaced all parts except for the heads with cylinders. They now have 2 sizes, Alpha and regular wolves. They are not just simple resize since I edited their forms individually (The winter wolf is extra fluffy). The Alphas, though big, are still smaller than the dire wolves. I added a Cooshee and properly proportioned Rottweiler and Mastiff (Also made of cylinders)

Helmet:
I made hats(helmets) out of most of Ancarion’s Animals https://neverwintervault.org/project/nwn1/model/skinmesh-animals,
but I think I can only add the bunny this time. I also made an original matching thick hairy neck part.

Hunter Creatures:
I will see how many I can make, a pair at least. It is very tedious but I already have almost all the parts for assembly. Also making a clean 2Da is my least favorite part of every challenge.

I will really try to make the deadline this time :smiley:

8 Likes

Here’s a closer look at the Bunny helmet with and without the extra fluffy neck part
(plop it on a halfling or gnome and you can hunt a werebunny or something)…

5 Likes