As you can see, I changed the color palette up a bit with the magic metal. I think light blue is a good color. I’d so something like an amber but that might get confusing with bronze. I’ll try different color combinations (perhaps a light purple?) in the future. For now, I guess it’s staying blue haha.
So there you have it! something kinda like a magic sword. Not quite sure if it will be a standard weapon or something that can also apply spell effects to targets it hit (ooh, now there’s an idea). Thanks for reading, and if you have any comments, criticisms or critiques, let me know!
And we’re back folks, for another 6 o’clock EST update! I spent the past few hours drawing up designs for different statues to be included in the world generation. Among those, I found one I happen to like a whole bunch. Take a look below:
This statue is held up by four legs sprouting from each cardinal direction. Each face has an eye facing these directions as well. On each leg are carved designs that are meant to hint a the history behind these statues (not that any history has been developed yet haha). It’s mostly a first pass right now. I’ll definitely go back and tweak it in the near future.
And there you have it! Another exciting update to this thread. I hope you’re enjoying these, as there’s plenty more to come! Don’t forget to leave comments and criticisms and anything else you’d like to suggest! I’m all ears!
Hello there everyone! It certainly has been an exciting few days, hasn’t it? I’m sorry to say that unfortunately I’m going on a short trip for a few days and I won’t be uploading any more models. But don’t worry! I’ll be back with as much vigor as ever. Now, on to the good news!
These past few days I’ve been trying to get stuff working with Blender. Being an owner of the Qubicle 2 beta, things can get iffy. Wavefront OBJ files just wouldn’t export with vertex color (which I assume is coming). And, eventually, I figured out a workaround with exporting as a Collada .dae file (which supported vertex color, no less!). Now, I’m not entirely sure what that means in the long run, but for now, I can put models in Blender! Hoorah!
And, while I’m not entirely sure what’s going on with the right side of the sword’s shading, it seems to be a problem with the windows image capturing tool, this does mean that I’ll finally be able to put models and animations into Stonehearth! Well, you know, once I figure all that jazz out, anyway.The future looks bright kiddies! That’s most likely gonna be all for today. I’ll be able to respond to any replies for the rest of today, but I don’t think I’ll be seeing anything until Monday evening. Until then everyone!
Before I start, I just wanted to make sure there was no penalty or anything for double-, triple-, or as it stands now quadruple-posting on topics. If there is, sorry I keep making new Qubicle models.
Anyways, on to the topic at hand. Which is new Qubicle models. I couldn’t up and leave without giving you guys one last glimpse of what I’ve been working on today now can I? I decided it was time for the basic look of the Arcanist Class, both male and female varieties might I add! Behold!
Naturally, your first thought might be “Where are their hands!?” I’d have included them but there was a bunch of z-fighting going on, so sorry about that. The heads are also just there to give you guys a picture of what it might look like in game. And I think once I get back I’ll fiddle around with it ACTUALLY being in game! How exciting! I just have to figure out how to use that blender tool @voxel_pirate made, though by the looks of things it shouldn’t be too hard. As for the modeling v. modding topics, I’ll probably keep two separate topics, this one for models and such that I’ll keep doing, and another in the modding section for the actual mods. If this is a problem, let me know and I’ll get back to you Monday or Tuesday!
As a final note, it’s been great coming back and seeing how much this community has grown! Between that and seeing that people at least like my posts has kept my spirits up lately. Thanks for making each day awesome guys!
ill say nope, i mean it wouldnt be logical to put it all in one post
[quote=“Spoolicus, post:24, topic:13375”]
If this is a problem
[/quote]i dont have a problem with it, as they are two “different” things. im sure that @SteveAdamo@Relyss will be fine with it also.
Haha, good to know. I mainly ask because I’ve been on other forums with one of those zero tolerance “no double-posting” rules, so figured it’d be nice to check. Of course, I only do so after 4 posts in a row, so there’s that.
aye… the rule of thumb that @Geoffers747 and I originally adopted was that the thread creator could post multiple (subsequent) posts in their own threads…
yea, im not too strict on that rule, with voxel models and other types of art im fine if you “double post”.
if your asking a whole bunch of questions, dont make an individual post for each question, same goes for if your replying to multiple peoples posts, just reply in one post instead of one for each person.
Hello everyone, I am back! No update today, but there will be one tomorrow, rest assured! For now, though, I’m exhausted after an awesome weekend. See y’all tomorrow!
Hello everyone! Today has been an exciting day as I’m rested and ready to get back to making Qubicle models for you all! And today’s update is a sort of small one, but still very needed. I spent the past few hours reworking the two weapon prototypes I presented over a week ago and turned them into something more like Stonehearth’s style, which I’m still kind of getting a feel for. I think you guys’ll like what I have to show, so here they are, the Battlemage’s Staff and the Caster’s Wand! (class names pending!)
On the left is the Staff and on the left, the Wand. The Staff, as you can see, now has handles for easier holding, and is made out of the same magic metal as the sword I posted previously. The same also goes for the wand. Also, the quarterstaff is exactly as tall as a Hearthling, in case you were wondering! I think the last thing I need before I move over to a separate modding topic AND posting new models here is the class item.
I’m thinking something like a magic tome? Not quite sure yet. If you guys have any suggestions, please don’t hesitate to let me know! I’d love to hear your feedback on these things and any comments or concerns you may have. Until tomorrow, guys!
Over the past few days, I’ve taken my first steps into modding! That’s most of the reason as to why there was no update in the past couple of days. The other reason was I had no idea what I was doing for most (read: all) of it and lost track of time. So, today, here’s a big update to make up for it!
So, first up we have Galanosium Ore and Galanosium Essence, which are the basic ores and “ingots” for the Arcanist’s recipes! I’m planning to have this be in most basic recipes in Essence form for the time being, we’ll see.
Next, we have the Arcane Focus Station. This is the Arcanist’s basic workbench, where she takes these Essences and crafts wands and staffs for others to use. It’s rather basic at the moment. We have the main crafting area on the left and a magnifying glass type thing focusing on the crystal shards. But, you know, I haven’t really had time to model fixing bugs in and all. But, hey, it’s coming along smoothly…kinda.
That’s it for today, folks! It’s been a heck of a ride. I might have to close down until further notice so I can focus on doing mod stuff, but I’ll update this thread with new models once I have the time to take a break and make some! (Which shouldn’t be too long, some new Wands and Staffs are planned for recipes, along with other magical items so secret even I don’t know about them!)
Sorry for the radio silence for the past few days. I’ve had some stuff to take care of in the real world. For today, at least, things have died down enough for me to show you guys a bit of what I’ve been working on lately!
So! As you can see here, I’ve started work on NEW WANDS! And with these new wands comes a new ore: Pallerite. Pallerite spawns (or should spawn at least) deep inside of mountainsides. It was once an ancient ore that was forgotten by time. Pallerite is currently tier two of three different magic ores that are used for arcane weapons. The first of which is also pictured above. It is a simple wand, with a Wooden Core and a Pallerite Focus. Which brings to mind the Core and Focus system I plan of implementing, albeit in a rudimentary system. Depending on what kind of Core (Wooden, Bronze, and Steel) and Focus (Galanosium, Pallerite, and Unrevealed! Got ya!) you use, wands will have different properties. Which I’m not entirely set on yet. But we’ll see!
This has been another EXCITING and INFORMATIVE look into my models folder! I hope you enjoyed it and as always, I thrive on criticism and feedback! Don’t like the color? Tell me why! Think I could use a lesson in how to make good art? Find me some! I’ll gladly take anything you guys say into consideration. Until next time everyone!
I think those colors are a bit too close to the grass color in the game. It may blend in too much with the background in grassy areas. Unless that was what you were going for?
Hm, you’re right. I’ll have to edit that once I get back to my computer tomorrow. Right now I’m just laying in bed wanting to sleep but I can’t because the internet is so fascinating.
They look heaps better than my previous attempt at making a non-ingot shaped “crystal”
I think you might be interested in this idea for crafting your wands:
Seeing how you’re going to have three cores and three foci, you’d need to currently implement 3^3 = 27 crafting recipes to include each combination. This would be confusing for the player as they’d need to go through almost 30 wand recipes to see which materials they’d need. With what I suggest, it’d all be merged into one mega recipe file, and the player would be able control the recipe results by refining only the ores desired. Have a look and let me know what you think…
I saw that back when you posted it and thought, “Gee, I should post and tell him that’s a really awesome idea!” Then I got distracted and it never came to fruition. But it’s really an awesome idea! Is the “wood resource” ingredient hard-coded into the game or are there .json files for it? I’ll have a look and see.
EDIT: With the two minutes of searching I did, I can’t find anything relevant. It must require more than two minutes of time dedicated. It’s like RAM. I didn’t allocate enough and I crashed. Anyway, I think what you’re saying is having a single recipe file with 27 variations of stuff inside of it, each producing something slightly different? Seriously a good idea.