From the future traveled a man, a man with a specific goal in mind... He brought with him one of the most influencial objects from his time, so that he could speed up the evolution of technical prowess by thousands fo years... unfortunatly it was broken, so he brought some grandfather clocks. When he arrived though, a few of his clocks became twisted and began to move on there own free will!!! (ok there now no one can say 'there are no grandfather clocks in the time frame that D&D is set in >:P)
If I remeber correctly the texture is present in the hak but it is the wrong size. I'll do some more research and post here later.
Posted by time_lord ( ..xxx.xxx ) at 2004-03-14 14:14:00
hello...i am trying to make a module...and i loved these clock fellas, but in my game they became COLORLESS!!!can someone please help me??what do i do to bring clock colors to they?send me a e-mail or something...but pleaaaseee help meee!!!!
Posted by time_lord ( ..xxx.xxx ) at 2004-03-14 14:14:00
hello...i am trying to make a module...and i loved these clock fellas, but in my game they became COLORLESS!!!can someone please help me??what do i do to bring clock colors to they?send me a e-mail or something...but pleaaaseee help meee!!!!
Posted by dobervich at 2004-02-20 10:35:44 Voted 10.00 on 02/20/04
Overall: 10 Usefulness: 10 Value for Size 10 Ease of Use 10 Quality Control 10
Posted by Veldin ( ..xxx.xxx ) at 2004-01-10 18:33:00
The Clocks are using an odd sized texture. Resize the thin texture to 128x256 and they will work fine.
Veldin
Posted by Elmo ( ..xxx.xxx ) at 2003-09-07 08:59:00
i've got the same problem as Desty Nova, help! the clock staying grey!
Posted by Leeran ( ..xxx.xxx ) at 2003-08-14 14:02:00
My facts arn't 100% accurate but I know that a town in Germany made clocks in the Late Medieval/Eairly Ren days. of course there clocks were quite large but they existed. I don't know what time NWN is based in but I figure having a grandfather clock wouldn't be too weird. Of course a sun-dial was more common... It's a good model too, so that's always a plus. ^_^
Posted by Prof. Desty Nova ( ..xxx.xxx ) at 2003-07-13 12:36:00
Hmm..
I try many things on the tga's, the mdl... but the placeable grandclock never get its texture...
wasn't there a bug in the mdl export from 3ds ?
That would be nice to update that one
thanks forward
Posted by LucidTaint ( ..xxx.xxx ) at 2003-07-01 19:20:00
1. Gnomes -- creators of clockwork contraptions. With such things as clockwork beings and arquebus' is it so hard to believe that there could also be grandfather clocks? Their construction isn't really that far in technological terms. It isn't like they run off of microchips. It's just a series of weights, counterweights, balances, and counterbalances.
2. There is a soda pop machine in Elminster's Tower. I believe it was in one of the Encyclopedia Magicka's that it showed it. I can't remember the "fancy" name they called it, but it was a soda pop machine. They described it as being "a large, brightly-colored box, with glowing red and blue runes that, when translated to common, read such strange incantations as 'Cola' and 'Insert Exact Change Only'". And they said there is one in Elminster's Tower. So if they can put something like this in D&D, then your grandfather clocks are certainly not that far out there.
So I don't want to hear anyone complaining. The clocks look wonderful. It's nice to see that they're animated, not just static, textured boxes. And a tick-tock sound, too! You didn't leave anything out, did you?
Thanks for putting some original stuff up. I don't have a use for a grandfather clock (yet), but it's nice to know there's one out there if I ever do need one for one of my modules. :)
Posted by Andrew Bator ( ..xxx.xxx ) at 2003-05-25 08:28:00
well page 57 of the ravenloft core book shows a grandfather clock with a culture level of 7+ (the core going up to 9 in some domains), cost 400gp weight 80lbs
i think our new Dark Powers of Ravenloft guild will enjoy this placeable very much and get a lot of use out of it!
thank you firehazurd
Posted by Kryas ( ..xxx.xxx ) at 2002-12-13 15:46:00
Just to let you know, I am not getting any textures (in
game) with these clocks.
Posted by Firehazurd ( ..xxx.xxx ) at 2002-11-27 12:15:00
It has come to my attention that some people may not
realize what is in this hak... so instead of updateing the
discritption, i will simply post it here:
1. a placeable grandfather clock, complete with opne,
close, die, and default animations
2. a tick tock sound to be used on the clocks to give them
a more realistic feel
3. a creature called "animatted grandfather clock". This
creatures stats are based off the stats in the 3e monster
manual as if it where a large animated object. The creature
is fully animated save combat animations for moving foward
and backward (i was kinda lazy :( )
4. a mini mod that shows the use of clocks and has the
creaturs erfs for other useage.
please enjoy and post comments for improvement.
ps this is the first in a possible line of animated
objects :)
Posted by stripes ( ..xxx.xxx ) at 2002-11-27 10:02:00
A nice addition, don't worry about the time period; who is
to say how science would develop in a fictional world, also
some modules may occur in different time periods and never
forget those gnomish timkers!
anyway, looks good, I'm sure it will be put to good use
Posted by Firehazurd ( ..xxx.xxx ) at 2002-11-27 09:53:00
That picture was snapped while in the mini module that i
sent with the hak... I don't think it is too dark but of
course I know how the clock looks :). If more people
complain about it being too dark then I will put up a new
pic, but I don't think it's that big of a deal.
Posted by jdl ( ..xxx.xxx ) at 2002-11-27 09:12:00
The screenshot is so dark it's impossible to see the
clock...
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