'Miloch', on 07 April 2010 - 04:17 PM, said:
Well I resized the bugbears to roughly the height they should be, around 75% of the originals. No idea if they'll fit through the doors now but they should if ogres do.
Cool! I think they will be big enough in comparison to humanoids. That makes them more usable too if they are about the size of a clay or flesh golem in width cause they can fit through doors.
'Miloch', on 07 April 2010 - 04:17 PM, said:
Question though: should I assign these bugbears new animation slots, or replace the larger ones (see above for those)? I'm leaning toward the former, because I know of no "giant bugbears" either in PnP or existing mods. Of course, if someone does come up with a use for them, we can always assign new slots then
.
Since you are taking the animations and using them for a more universal modding purpose, they can be the main slot. If you do decide to have a separate slots for the original sizes, then at least they are there for original reference and somebody can use them for Nuclear Bugbears or something.
'Miloch', on 07 April 2010 - 04:17 PM, said:
I've also ported the sounds, and (for the most part) the PS:T ghoul queen (Acaste) and night hag (Ravel) animations. The reason I did the ghoul queen is because it was the animation Cuv used, then I said "Wait, that's not a night hag!" (Ravel is in fact a night hag though).
They'll probably need to be downsized a tad too, but that's easy once all the sequences are ported.
Yep the one on the left is what I wanted for
TDD and Planar Sphere but the original
PS:T ones (and Cuv's port) were a bit large for my taste. Should be about the size of humanoids or other female humanoids in my opinion. I think I reduced mine to 65% or 70% because they still looked too large even at 75%. I don't know I was having fun.
Here is a sample for comparison in game
Edited by Hoppy, 07 April 2010 - 04:22 PM.