Custom Content Challenge - October 2024 - Mechanus

Apologies for this being belated, I had a bout of bad health.

The topic this month is:

Mechanus
Everything about the plane, placebles, new Modron models, an interior or exterior tileset. Prefabricated areas with Placeables wheels, loadscreens and whatever comes to mind.

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.

If you want to discuss the Monthly Custom Content Challenge idea as a whole or wish to submit ideas/themes for future monthly Challenges, please post in its thread here - Custom Content Challenge - Theme Suggestions .

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!

Email content to: maiyannah@highlandarrow.com

The gateling.
It is somewhat mechanic, so why not add it to Mechanus?

It was meant to be a stationary emitter for traps, firing a missile storm. It can be rotated into any direction and the barrels can be rotated while firing (via script). So there is no crank or magazine, which i will add now.

The downside: I learned that the engine always fires spell from placeables from the point on the ground, where the placeable is standing. The hand node or any other node is not used. C…
But it should fire the spell from the mound of a barrel of course, but there seems to be no easy way to change this.

It’s still a nice static model, maybe somebody finds a use for it.

It’s from the origin right? What if you make the origin the right point in the model, and just position it accordingly when you place it?

I don’t think so. As far as I can say, it’s the location on the ground below the origin. It’s some time ago, but I think I tested that.


Edit: tested it. You’re right, it fires from the origin. But seems to be impossible to move the origin to the muzzle of a barrel. At least for me.


However, there is the model with magazine and crank:

gateling2

1 Like

Mmmmh, nobody seems to like it. :face_exhaling:

Maybe if I make the texture a bit more Mechanus style?
GatelingM

5 Likes

Ive been trying to see if I can find a way to set the origin of vfx so we could properly fix it. Not found anything though :frowning:

Nor do I. Maybe the projectile path can be somehow adjusted or a new path created … but I have no idea where to start with this.

It is quite vexing, I have been trying to figure it out.

I think it might have something to do with animations. Experimenting with this.

A very crude solution I adopted in Dark Energy was to rotate the gun to the desired position, then, on firing, create a temporary invisible object at the gun muzzle as the source of the vfx.

Too many times I’ve adopted this method never liking it very much to begin with, but ultimately surrendering to its realities as being necessary.

Harvest of Souls has a ballista, Deva Winblood used the chain placeable to briefly draw a line from the ballista to the target creature when the NPC fires it. Could repeat that to simulate tracers?

I don’t think it’s crude, its just complex. I’ll give it a try.

There is a Mechanus tileset for NWN2. I’m not sure how well it would translate to NWN if somebody wanted to tackle a conversion.

https://neverwintervault.org/project/nwn2/hakpak/original-hakpak/mechanus-tileset-expansion-nwn2

Heh! Is there any tileset from NWN2 converted to NWN1 anywhere? I guess it’s a lot of work …

Btw. is there any way to import NWN2 stuff into blender?

That is it now, the final model. It fires from the muzzle of the lower barrels, as it should be. I reworked the textures a bit. It needs a bit of scripting, so it comes with a demo module.

btw: the charming quadrone is from CEP.

gateling 2

7 Likes

Nice work, Mmat! I will check that out. Also great that you got the location of the FX adjusted!
As to NWN2: I don’t know about converted tilesets (though I didn’t search either AND it’d be lots of work), but there is an importer for NWN2+Blender. I’m not at home for some days and I don’t like research on a mobile phone, but you should find a link. Else I’d help, when I’m back. P. S. You’d need the game for the importer, too.

Yes, the vault has a few examples of this, but I am not aware of what is involved in the conversion.

Standard steamworks can make for a great mechanus : )

Thanks. It was more a question out of curiosity. By now, I don’t plan to convert anything from NWN2.

Is it “Blender 2.5 MDB Import/Export Plugin” here in the vault?