How about a prefab challenge? Participants make a single prefab area either from an existing tileset - either vanilla or custom. The only caveat would be that any custom tileset used has to be hosted on the Vault. Optionally, someone savvy with 3D modelling could make a mini-tileset to host their area. The prefab area should be all setup with tricks, traps, monsters, etc. so that any Builder wishing to use it can just drop it into their module. Editor’s Note - Areas can include custom content created specifically for the submitted prefab area.
This theme was suggested by Pstemarie.
Bone, stone weapons and armour, crude ironworks. Creatures with tribal tattoos. Huts of all kind (primitive). Tribal ceremonial items.
This theme was suggested by Shadowing2029.
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 firstname.lastname@example.org (or a non-Vault link provided) by the first of the following month. Sooner than that is perfectly fine too.
Some things you could include in the download/email that would make packaging everything up easier and faster:
Any 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 goody. Placeables and monsters should include a portrait.
Inventory icons (if needed) of your new goody.
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, screen-shots of work in progress and/or finished projects.
Hm. I can’t make any promises as I probably won’t have the time to uphold them anyway, but “Prefab Plus” seems pretty open to everyone, a theme even I would feel able to contribute to, for a change. To get the ball rolling, in any case …
I wonder about two things:
Are prefabs generally in demand by module authors? I’ve seen some pretty good ones on the Vault, e.g. by Chaos_Theocrat/ChaosQueen_Kara_8) but I don’t remember seeing any credited in a module. Possibly because I tend to play single player modules heavy on storytelling, the authors of which are more likely to prefer doing their own areas rather than mix and match those of others? So I assume prefabs are more likely to be used by PWs that are in need of fresh new areas, or as playgrounds for DMs during their P&P sessions? Did anyone here ever use area prefabs in the past? If so, what did you like or dislike about them?
The theme’s description says that the prefab should be all setup with tricks, traps, monsters, etc. so a builder can just drop it into their module. But wouldn’t authors be more likely to show interest in a nice looking but otherwise blank slate they can populate with their own ideas rather than a complete part by someone else that is not balanced in accordance with the scope of the module and might feel like an alien element? Such a plug & play prefab sounds more like a mini module to me (not that I’m against the idea, just wondering whether anyone would actually want to add something like that to their own module).
Also, I don’t mean to hijack the theme, but a slightly different idea I once had, seeing all the nice content already existing out there, would be mini modules based on existing prefabs. Take one prefab area from the Vault and built a short adventure around it (without adding new areas to it, just make do with what the prefabs already offers). That could be a chance for aspiring module authors to experiment and get a hang of things within a limited scope that doesn’t overwhelm them, and the final product might be attractive to players looking for a short coffee-break module. And it would provide an opportunity for existing prefabs to finally come into use.
Would that be something that could be allowed under “Prefab Plus” as well or should it get its own theme?
Just a few suggestions. If you are doing an area, use whatever tileset you want but remember that most people have CEP and Project Q, both of which have tilesets.
While the description is focused on prefab areas, don’t forget that there are other types of prefab - weapons, armour, items, NPCs, Creatures. All of which use existing assets. If you go down that route, just try to make them memorable.
Very nearly halfway through the month. I have created a slightly different prefab that is more proof of concept having just 2 areas each 6x6. If you carefully read the information on the project page for -
This got me to thinking… So I downloaded the Shadow plane tileset and all the downloads (there’s some fixes that you need to incorporate into the main hak) from the Summer only version of Worms tileset’s project pages. Because the blueprint names differ slightly, it took a bit of experimentation. Here is the result so far -
Since taking these side by side pictures I have removed some extra trees that appear in the shadow plane version. These areas are not connected by area transitions. That is intended to be via script and as there are so many different story ways of doing that there are no included scripts either.
Couple of things I like. First is the dream/nightmare/vision/ghost encounter/etc. vibe I get from the shadow plane tileset version. Second is the ability to actually go inside the building with both versions although there is a little quirk with it. The PC can be seen through the open doorway but not through the windows no matter how close they get to them.
Anyway, anyone feel like doing something similar for a cityscape using this pair of tilesets?
I needed a pathnode distraction (Solace project) and I already had something in mind for this CCC, but lacking the energy to do it from scratch. Inspired by @quevy ’s converted models I made a search and found this:
Just about what I had in mind. So I’d also like to contribute a conversion (as placeables):