Friday, May 28, 2010

Nos' Cosmetic Resource, Figured Out

Well, after much testing, I've finally settled on how to set up the glow-y eyes so that they're visible, but not overpowering.

I'm sure you want to see it - else you wouldn't be putting up with my blather - so I'll shut up and make with the screenshots.




We have firstly the revamped 'inverted' eyes. I took a suggestion from Herculine's apparently substantial sense of the aesthetic, and increased the size of the "pupil", which seems to have helped out a fair bit. Very creepy, on the whole, eh?




Finalized form of the green demon eyes.




Finalized form of the gold demon eyes.




New blue human eyes.




Finalized form of the red human eyes.




This was supposed to be the new blue demon eyes... but she fucking moved. Actors!




After having my assistant prod her gently with the butt-end of an M14, our blue eyed demonstrator decided to behave, as you can see.




Finalized form of the red demon eyes.






Here's the new inverted eyes in red.




Yep, I finally did it. I went completely off my rocker and created a terminator. These, boys and girls, will be what decimates humanity in the future. Always figured I'd have a hand in it...


Lastly, we have a bit of a proof of concept companion I threw together, just to see how it would all work.

I found that by using the inverted eyes with a normal eye texture, you can get a dual color eye. One color in a band around the pupil, with another making up the periphery. I tried several, and got some amazing combinations, but for our purposes tonight I settled on red and black, just for contrast's sake.




I'd like to introduce everyone to Kiyo. You'll probably never see her uploaded, as she has something like seven master files.

(when working for my own companions, I really don't give a shit about wider compatibility, nor how complicated an install is...)

As you can see, she has dark eyes with a pretty red ring around the center. Quite striking. You'll also notice she does not "glow" under normal lighting.

In the dark, however...



You get just a hint of it.

Not my best work by any means... but not bad for twenty minutes, while I was watching the 473rd rerun of Fast and Furious on Cinemax over my shoulder.

So, in some semblance of conclusion: I'm feeling like I've gotten the problems worked out, and the package seems ready for release. The package of demo companions will have to come later, when I've got names for them all (random name generator FTFW!).

Before I can release, I need to write up a readme, iron out the details, get an archive set up and tested, and so forth. Shooting for tonight, but may be tomorrow or even Sunday - depending on if/how busy I end up tomorrow.

8 comments:

  1. Ooh... the inverted reds are SWEET! It's kinda funny you called them Terminator eyes as the first character I thought of when I saw them was my android. The inverted B&W are very spooky indeed. I like them all, and the dual color eyes are a very nice touch too, suitable for a more human yet unique look. Oh, I can't wait to try them...

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  2. Not that you're excitable or anything, eh?

    Well, you get credit for this one. I'd never have pushed to get this decent enough for a release, if not for your hints and encouragement.

    I suppose prodding me with a sharp stick and reminding me that you like my ideas is a good way to get a mod done, after all...

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  3. Looks good.

    A friend of mine has mismatched eyes, something that does not appear in any mods that I know of. (At least I thought that may be what you meant by 'dual colored'. Looking at the pictures and description though, I would have to say that I am in fact completely wrong. )

    The mention of a random name generator reminded me of something that neither core Oblivion nor FO3 has - a random mission generator.

    Thinking about it, such a mod might explain part of why Vault 1 exists, and why it may be under constant attack. If I had any skill with G.E.C.K. whatsoever I would attempt it myself. I suspect that it would be a loose combination of 'Kill so and so', 'Rescue Such & Such', and 'Retrieve that thing over there', perhaps modified by Karma.

    I might have been willing to try, but on my most recent install a previously well behaved mod seems to have decided to screw up my game. I have used Darnified for a while, but suddenly it has been eating my map and screwing up my save.

    It scares me. :(

    The Auld Grump

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  4. One eye of one color, and another a different is technically possible. Ren and Nequam both managed it in Oblivion... but I have no idea how, I'm afraid.

    Random mission generator isn't possible, as far as I know. Quests have to be set up beforehand in the GECK. Targets and dialog picked specifically. None of it can be done on the fly.

    The closest you could get would be setting up several (many?) normal quests, and having a script randomly select one to activate; setting a variable that keeps the same one from being called twice - or until they've all run and the list resets. Trouble is, you'll eventually get repeating quests.

    You could vary enemy spawns, by using leveled lists, but the locations would have to be the same. A quest marker onto a building, where inside would be a nest of teh eeeeeeevil that you have to clear out, or something like that.

    Unfortunately, randomness wasn't really in the game design, where quests are concerned.

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  5. Hmmm, though I do seem to recall Thieves' Arsenal for Oblivion having a random quest generator.... Let me check....

    Yep, under odd jobs. http://home.comcast.net/~scruggsyw/Thieves_Arsenal.htm

    I may have to take that apart, when and if I have time. It wouldn't be the first time that something that worked fine under Oblivion died an unhappy death for Fallout.

    The Auld Grump

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  6. Well, I'm not calling you a liar and saying it's not possible outright...

    As far as I know? There's no function in FO3 to allow it.

    That said, quests are not my forte, and I'm barely familiar with the gross capabilities of FOSE. There could well be some function hidden in there somewhere that will do it.

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  7. Well, I have played with Thieves' Arsenal, and it does at least appear to have random quests.

    Before denying the possibility that a stone can fall from Heaven, you may want to consider that a Yankee trader might be telling the truth. (To reverse one of my favorite Jefferson quotes.)

    Mind you, the quests are very formulaic, generally of the 'go there, steal that, from this person' with X as a complication. So, on the average four variables, where the job is, what you need to steal, who is around, and the complication.

    Then again, Thieves Arsenal does many things that are not endemic to Oblivion - arrows that extinguish torches, arrows that allow you to run a rope/grow a vine for climbing purposes, and the ability to knock people out, drag their bodies into hiding places, and steal the goods without killing anybody.

    Heck, I would recommend giving it a try on Oblivion, regardless of how it might be implemented in FO3 just to confirm that it does live up to its praise. It is one of those mods that can increase play time of a game.

    http://www.tesnexus.com/downloads/file.php?id=9655

    The Auld Grump

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  8. Eh... thanks, no.

    I didn't really care for Thief in its own engine.

    Clashes with my standard policy of "when in doubt, kill everything not wearing your colors"

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