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Thread: The eye candy thread. | This thread is pages long: 1 2 3 4 · «PREV / NEXT» |
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lucky_dwarf
Promising
Supreme Hero
Visiting
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posted September 21, 2009 04:24 AM |
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Lolz nice one, as for the other thing, sure il think of something
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So much has changed in my absence.
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El_Chita
Known Hero
Actually, my name is El Chita
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posted September 22, 2009 01:42 PM |
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Nice to hear
I always thought about a LotR-picture, where the Dwarves burrowed to deep in their mines and find something...bad...
Maybe you could do sth. in this direction, but of course you're free to do whatever you want. You just... inspire me with your work ^^
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lucky_dwarf
Promising
Supreme Hero
Visiting
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posted September 26, 2009 04:15 AM |
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From my imagination comes:
Project Name: Shipyard
Project difficulty:
Total Time: 20-30 minutes
Step 1: Open your map.
Step 2: Take out the following
Fiur objects(objects that need extracting)- 1xBridge(rest are added via copy paste), 1xShip, 1xShip still under construction,1xGaleon,1xRed Caravan 1xCartographer, 2xChests(1 magical, 1 regular), 1xWizard, 4xPeasants, 1xChickens, 2xtiny Elrath statues, 2xGiant Buoys, 10-15xFences, 1xBag of gold, 1xGold bars, 1xAmmo cart, 1xBook.
Step 3: First and foremost add water. Then paint the sand.
Step 4: Object guide:
Planks: \TESTS\Anton_Ioilev\BoatBridge1
Universal rule for making a wooden floor: Scale is 10%, z-value is -0.9
TIP: When making a wooden floor dont forget to place an object where its origin is located, after trying to make a wooden floor, you will understand my meaning.
Ship: \TerrainObjects\Water\Boats\Galley.(Model) Animation- \TerrainObjects\Water\Galley-adv.(AnimSet)
Unfinished Ship:\Buildings\Shipyard.(Model)
x=.5
Office Ship: TerrainObjects\Water\Boats\Galleon.(Model)
To make it tall change Scale to 1000%
Office Ship Entrance: Model:Characters\Heroes\CARAVAN
Change cords to x=.1 y=.2 z= -1
Flying chest:\TerrainObjects\Water\SeaChest.(Model) Anim- \TerrainObjects\Water\SeaChest.(AnimSet)
y=.5 z=1 Scale=60
Book:\Buildings\ShrineOfMagicIncantation.(Model)
y=.9 x=.5
Wizard:\Creatures\Academy\Magi.(Model) anim: \Creatures\Academy\Magi-arena.(AnimSet)
x and y=.5
Gold Bars:\Resourses\Gold.(Model)
Scale=50 x=.3
Regular chest:\TerrainObjects\Water\SeaChest.(Model)
x and y=.5
Bag of Gold:\Artefacts\Endless_Sack_of_Gold.(Model)
y=.3, z=-1.3
Ammo Cart:\Creatures\WarMachines\AmmoWagon.(Model)
Cartographer:\Buildings\Cartographer_Water.(Model)
Fence:\TerrainObjects\Grass\Misc\Fence_04.(Model)
Fences will take up most of your time for they are quite bothersome to align, try your best.
Buoy:\TerrainObjects\Water\Buoy.(Model)
Scale it up to the max in this one, they make nice gate posts when they arent moving.
Elrath statue:\Buildings\Mausoleum
Scale to 10 percent, this can be used in multiple places so if you are working on a human settlement, consider using this statue.
Place these as you have seen in the picture, its not that hard but it takes some time to arange, place the Elrath statues last because they get in the way to much.
Step 4: The Peasants(\Creatures\Haven\Peasant.(Model), \Creatures\Haven\Peasant-arena.(AnimSet)) and Chickens(Effect:Effects\_(Effect)\Buildings\PeasantHut) are next.
Peasant 1: y=.6 rot= 1.5
Peasant 2: x=.3 y=.8 rot=6
Peasant 3: y=.2 rot=3.6
Chickens: x=.2
Thats about it. Next time: Shrines of magic, Decorated edition
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So much has changed in my absence.
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El_Chita
Known Hero
Actually, my name is El Chita
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posted September 27, 2009 11:02 AM |
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Wow, impressive
The thing with the Wizard's Hut (The Carawan whose half you've hided) is good, but I really love the peasants with the chicks
So if we want to make a farm with many pets, how much do we have ? (Animals too, of course)This is my knowledge:
-Bulls (Orcish Hero)in White, Black and Brown
-Horses (Heroes and cavalier)
-Chickens (The effect you founded, nice one btw)
-Ravens (The fear spell)
-Hummingbirds (The pixies)
-Butterflies (The pixies again)
-Elephants (Wizards)
-Hairy elephants (Yeah, Dwarves, mammoth, you know ?)
-Bats (Nekro spells)
-Dinos (Dungeon)
-Pidgeons
-Wolfs (The unit)
-...
Does anyone know more ? Plz tell
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted September 27, 2009 11:35 AM |
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Once again, stunning!
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What will happen now?
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lucky_dwarf
Promising
Supreme Hero
Visiting
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posted September 30, 2009 04:45 AM |
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I Have limited Internet so I decided to try and squeeze this one in, fairly simple.
Project Name: Shrine Dedicated to Elvin, the Mod of all Elvin Magic(Elvin Shrine)
Project difficulty: Easy
Total Time: 5 minutes max
Comments: To make each shrine functional(you can learn a spell from it) take a shrine object and place it at the access point, change the z value to -4 so you cant see it. Foila, you can now use the shrine like a regular one, and it aint an eye soar!
Step 1: Open your map.
Step 2: Take out the following
Fiur objects(objects that need extracting)- 1xRedwood Observatory,1xDruid,1x Shrine
ATO- 1xShrine(for functionality)
Step 3: Extract Redwood Observatory from-
\Buildings\RedwoodObservatory
Max The Size then change the z value to -24.4
Add Shrine, Model Found at-
\Buildings\ShrineOfMagicIncantation
Add Druid-
Model:_(Model)\Creatures\Preserve\Druid.(Model)
AnimSet:_(AnimSet)\Creatures\Preserve\Druid-arena.(AnimSet)
Change y coordinate to .5
Project Name: Shrine Dedicated to Alci, the Holy Guy(Way Shrine)
Project difficulty: Easy
Total Time: 5 minutes max
Comments: Very simple and very pleasing to the eye, excepting the pole sticking out of the book , im just happy I found a use for this ornament, its great to signal a knights duel.
Step 1: Open your map.
Step 2: Take out the following
Fiur objects(objects that need extracting)- 1xPriest/Celric, 1x Shrine 1xEagle Ornament
Arena Objects- Tower
ATO- 1xShrine(for functionality)
Step 3:
Go to the Arena tab get out a side tower.
Scale it to 130 and change z coordinate to -7
Add Shrine, Model Found at-
\Buildings\ShrineOfMagicIncantation
Change y to .8, scale to 110
For eagle ornament go to-
Model:_(Model)\Heroes\Knight_Path\Stick01.(Model)
AnimSet:_(AnimSet)\Heroes\Knight_Path\Stick01-adv.(AnimSet)(Idk why it has a animation, it just does.)
Max the size and place it so its in the middle.
For Priest-
Model:_(Model)\Creatures\Haven\Cleric.(Model)
AnimSet:_(AnimSet)\Creatures\Haven\Cleric-arena.(AnimSet)
Change x value to .5 and rot to 5.5
More on the way good night from this tired dwarf.
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So much has changed in my absence.
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El_Chita
Known Hero
Actually, my name is El Chita
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posted October 03, 2009 08:47 PM |
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Nice, but I liked the Peasants more
And I forgot the Bears in my animal list. Does really noone knows more than these few animals ?
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lucky_dwarf
Promising
Supreme Hero
Visiting
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posted October 03, 2009 09:00 PM |
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Fireflies
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So much has changed in my absence.
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El_Chita
Known Hero
Actually, my name is El Chita
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posted October 04, 2009 02:11 PM |
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Oh, ok.
Well, if they matter, we can add the black dots buzzing around the Zombies and calling themselves flies, too ^^
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lucky_dwarf
Promising
Supreme Hero
Visiting
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posted October 04, 2009 10:51 PM |
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theres the beehive and eggs on top of the water wheel other than that i dont know any...
anyway am I the only one who will be posting eyecandy in this thread?
Project Name: Runic Shrine
Project difficulty: Easy
Total Time: 5 minutes max
Comments: This particular Shrine requires a lot of fiddling around with x, y and z coordinates but the effect is worth it.
To make each shrine functional(you can learn a spell from it) take a shrine object and place it at the access point, change the z value to -4 so you cant see it. Voila, you can now use the shrine like a regular one, and it aint an eye soar!
Step 1: Open your map.
Step 2: Take out the following
Fiur objects(objects that need extracting)- 1xRune Priest/Rune Celric, 1x Shrine, multiple flame runes
ATO- 1xShrine(for functionality)
Step 3: The moving and immobile Flame runes are the trickiest find them at:
Flame Rune
Model:_(Model)\Artefacts\H5Addon1\RuneOfFlame
AnimSet:_(AnimSet)\Artefacts\General.(AnimSet)
Super size each.
Placement is as follows:
The immobile rune has a coordinate of: x=.5 y=.5 z=1
The rest are in order(from the one in front of the immobile rune and going clockwise)
1st- x=.3 y=.7
2nd- x=.8 y=.3 z=-.7
3rd- No modification
4th- x=.5 y=.5 z=.3
5th- x=.2 y=.3
6th- x=.5 y=.5 z=.7
7th- z= -.5
Step 4: Now all you need to do is add a rune priest and a srine
Rune Priest
Model:Characters\Creatures\Dwarves\T5_Dwarf\RuneMage
AnimSet:Characters\Creatures\Dwarves\T5_Dwarf\RuneMage-arena
x=.5 y=.5 z=2.9
Shrine
\Buildings\ShrineOfMagicIncantation
x=.5 y=.5
thats it!
Project Name: Cult Shrine
Project difficulty: Easy
Total Time: 5 minutes max
Comments: This Shrine is simple, and for the Sandro minded they will be happy about this project
Step 1: Open your map.
Step 2: Take out the following
Fiur objects(objects that need extracting)- 3xSmoke 1xGreenish Smoke 1x Shrine
ATO- 1xShrine(for functionality)
Arena Objects: Necropolis Tower.
Step 3: Take out the necro tower, super size it and change the z cord to -16.5
Shrine
\Buildings\ShrineOfMagicIncantation
z=.3
Smoke
Effect:Effects\_(Effect)\Towns\Necropolis\UnearthedGrave01
Supersized and duplicated 3 times.
Green Smoke
Effect:Effects\_(Effect)\Buildings\Dwellings\Necropolis\Crypt
Supersized
The fire will be present at all times, but it hardly matters
As I said, too simple.
Project Name: Destructive Shrine
Project difficulty: Easy
Total Time: 5 minutes max
Comments: This Shrine is simple, and easily can be used in an inferno seting.
Step 1: Open your map.
Step 2: Take out the following
Fiur objects(objects that need extracting)- 3xFire Walls 1xGatting Simbol 1x Shrine 2xFire Glow
ATO- 1xShrine(for functionality)
Step 3:
Shrine
\Buildings\ShrineOfMagicIncantation
y=.5
Fire Wall
Effect:Effects\_(Effect)\Spells\FireWall.(Effect)
Fire Glow
Effect:Effects\_(Effect)\Spells\FireGlow.(Effect)
Gating symbol
Effect:Effects\_(Effect)\Characters\Gating_mark_big.(Effect)
y=.5
Simple yet effective
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So much has changed in my absence.
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El_Chita
Known Hero
Actually, my name is El Chita
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posted October 08, 2009 04:18 PM |
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Ah c'mon, they don't seem to be interested, but they are, in their own way. According to the views, a lot of people look here. Maybe you should make a map, they will notice you. Cuz a map with those kind of Objects is quite interesting I guess...
Uh, by the way, do the runes really move or do they float ?
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lucky_dwarf
Promising
Supreme Hero
Visiting
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posted October 08, 2009 10:46 PM |
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they rotate while moving up and down, just like the regular artifact does
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So much has changed in my absence.
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El_Chita
Known Hero
Actually, my name is El Chita
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posted October 10, 2009 11:15 PM |
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Ah nice. But what happens to the Priests feet ? Do they appear and disappear time to time or is the rune under him kind of...static
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lucky_dwarf
Promising
Supreme Hero
Visiting
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posted October 11, 2009 12:47 AM |
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No... i made 2 different type of runes, one of them has no aimation, the other does
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KnightofHonour
Famous Hero
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posted October 11, 2009 02:17 AM |
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Cool pics
I like the one with the ships and peasants.
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El_Chita
Known Hero
Actually, my name is El Chita
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posted October 20, 2009 05:35 PM |
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Edited by El_Chita at 17:35, 20 Oct 2009.
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Aaaaah you stupid assistant !
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El_Chita
Known Hero
Actually, my name is El Chita
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posted October 23, 2009 07:58 PM |
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Edited by El_Chita at 19:59, 23 Oct 2009.
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Holy Griffin Warrior
C'mon lucky_dwarf, you know I'm not allowed to do trible post :'(
Answer me, plz !
If you don't, I'll edit this post with thousands of images until someone will post something
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lucky_dwarf
Promising
Supreme Hero
Visiting
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posted October 23, 2009 08:08 PM |
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im busy, i do have school
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So much has changed in my absence.
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El_Chita
Known Hero
Actually, my name is El Chita
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posted November 14, 2009 03:26 PM |
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Edited by El_Chita at 15:26, 14 Nov 2009.
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And then Holy Gremlin said: Let there be light!
And there was light.
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Archmage
Tavern Dweller
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posted January 12, 2010 09:51 PM |
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Mountain Pass
Takes about 3-6 min
1. Place an outpost
2. Extract the Archer model
3. Place Archer(s) with an elevation of 13.25
4. Add some mountains and other terrain stuff
This is my first try of an eyecandy or any messing with the editor.
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