It’s animated and (shoddily) normalmapped. Attempts to set up a one-size-fits-all run-script for it failed to yield satisfying results, though; it might be necessary to put the running animations of creatures into a custom animation slot on a per-creature-model basis to use it properly (Proleric’s idea).
Wonder how much hassle it’d be to unlock all existing animations for use in scripting. Bunch of things that could be done with the combat animations, too.
I’ve been doing quite a bit of “other” stuff for the Halfling Modules I mentioned above, a sort of bizarre blend of 1940s Film Noir crossed with Steampunk crossed with Delusional Hyena Weirdness, and whilst a lot of it probably doesn’t really match this month’s CCC, there are maybe a few additional odds and ends that I could throw into this month’s Big Sack or Bag…
For instance, the Disgustingly Hazardous and Prone to Explosions GasLamps used in many parts of this debased GameWorld - here seen at the airport as guidance beacons for rubbish steam-powered biplanes and freakish moths - match the Shoddy Devices I’ve already put in the CCC Big Sack or Bag so they’re in… The blue gas flame is a separate Placeable so you can, in fact, put any colour flame you want on them, depending what gas they’re burning… or NO flame at all for zero illumination and zero moth attraction…
And I suppose someone, somewhere, can probably make use of gruesomely ill-maintained and badly riveted together Giant Boilers. Again, some potential exploding issues…
And away from the city, down in the bayou, there are these lumpy SteamShacks with their fascinatingly purposeless labyrinths of unnecessarily convoluted piping - runner-up in the “PHoD How Much Tubey Stuff Can I Glue onto a Single Building Award 2018”. Technically buildings rather than machines, but since they’re basically whopping great mechanisms that keep vast pistons going to shift huge quantities of bogwater so as the local town doesn’t sink, they’re sort of machines. Sort of… So I’ll put them in the Big Sack or Bag too - assuming I don’t fall victim to my own Giant Venus Fly Traps…
So I figured there’s all these machines and tools but they needed to be designed first. That’s OK, but how do we represent this? Also, where do we put these designs? I know let’s make some blueprints and then they can, if you so choose, be strewn across PHoD’s workbenches. So I went ahead and created 15 of them -
For the eagle eyed amongst you - yes that is the TARDIS and a Dalek. There are a couple of 100 year old patent office designs in there as well - an anaesthetic machine and a birdman machine. The last one I’ll mention is a time machine that looks a lot like the one in the 1950’s movie version of H.G. Wells “The Time Machine”.
If nothing else these should add a bit of colour (mostly blue) to your areas.
Hi, I am not sure I can contribute with anything, but I had few ideas that might be interesting for others:
the Doctor Who’s Cyberman head
circular saw
standalone wheel-cap (as seen in the wind mill image from PhoD) with use-animation acting as lever
mechanical traps from Path of Evil - the giant cleaver, moving circular saw, rotating saw-wheel etc. google poe traps labyrinth if interested, I can’t describe this well
Rrrrrgh! If I’d known you were going to do the work FOR me, TR… Just when I’d finished doing several such Blueprints for the Modules… but then, most of mine were pinned up on easel-boards, so I don’t have many flat ones. I needn’t bother adding flat ones now anyway. The Steam Engine one will be most useful.
Those blueprints I’ve created can easily be flipped to vertical as there are only 4 vertices per model. If you (or anyone else) just grabs the little utility I wrote a while ago called “Rotatem”. At only 256k it takes no time to download. Even if you don’t want to use the utility itself (it does need the .net framework 3.5 after all), you could use the information in the manual to do it by hand.
Warjacks are the iconic, steam-powered, constructs from the “Iron Kingdoms” & “Warmachine” setting.
It have been made from a free model at “free3d.com” by “jibicoco”: https://free3d.com/3d-model/warjack-28505.html, The creature uses the ogre animations, I have reducced consideribly the number of polygoms with “MeshLab”, but it still is a hithpoly model for NWN standars, so I have removed all the shadows of the creature to aboit any problem…
The PHoD Mechanical Siege Beasts, as promised back when I was dribbling about workbenches… Constantly belching foul pollution and making more crashing, clattering noises even than the dodgy PHoD Wind Turbines, these lumbering gargantuas exist solely for the purpose of attempting to crush you to a paste.
They are thus unsuitable as children’s toys or as weekend projects for the amateur hobbyist. What they are suitable for is goring everyone in sight on a plethora of metal horns and spikes, for trampling straight through more or less any defensive barrier and for pushing buildings over. Self-motile battering ram Dreadnaughts of Destruction which, as these screenshots do not in any way make clear, come in two sizes, a smaller one for slaughtering enemy troops and a larger one for shattering fortifications… Oh, and they tend to lob fireballs at you too…
Accidentally zapped mine with a “Become Fluffy Dice” spell and so they’re being Fluffy Dice now…
Sent them in anyway, for what good a load of Fluffy Dice’ll be to anyone.