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Making A Dwarf into a Placeable


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#1
Morbane

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Hello.

I was trying to figure out how to make a statue "appear" to "move" - originally I was seeking a way to simply DestroyObject() then DelayCommand(void CreateObject() ) - the void createobject function was giving me grief - by not working.

SO..... Shallina suggested using the Appearance of my placeable on a creature - all I had to do was modify the Appearance.2da . . . well that is not so simple . . . i get the strref in the appearance properties of my Dwarf but I *think* I need a skeleton for the model to render on the creature. 

Anyone know if this is likely to be possible or not?

Thanks for any help or suggestions or clues or something :crying:

#2
ArtEChoke

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Why a dwarf?



Suggestion: Place a Null Human, then make a VFX that attaches your placeable to one of the foot nodes.

#3
Morbane

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ArtEChoke wrote...

Why a dwarf?

Suggestion: Place a Null Human, then make a VFX that attaches your placeable to one of the foot nodes.


I thought a Dwarf would be funny :lol:

How do I make the VFX look like a placeable?

Edit: Is there a tutorial on that?

Modifié par Morbane, 27 juillet 2010 - 08:56 .


#4
ArtEChoke

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Sorta: Click here.



Second to last post on the page. For the model hook, instead of using HALO use something beneath the belt, I guess.

#5
Morbane

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 Thanks ArtEChoke

:D  - looks like a good place to start

#6
Morbane

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Well - I got it to work - ArtEChoke - super excellent - BUT the effect only seems to render in the toolset - also the size of my placeable/sfx is effected by the size of the humanoid it is attached to, so I am using a Human (perfect match for the other statues) - I decided to use the InvisibleMan appearance because I couldn't figure out how to make the sfx render but not what it is attached to.



Any suggestions?

#7
Morbane

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OK - so I made the Human a visible human and the statue/sfx rendered in the game fine - it moves with the casual fidgeting of any Humanoid so it is a bit silly - THEN when I "pushed" the Statue aside it rocked and swayed with the walk animation of the Human - very silly but it worked nonetheless.



SO - I attached the placeable/sfx to the PELVIS and the fidgeting continued but the rocking and swaying were less -



So I am in the market for a suitable model base for my placeable/sfx that has no idle animations but can be AssignCommand-ed to move when needed. Or another base that can be ordered to move - or a something like a statue effect might work then remove it to move then again add the freeze effect when finished - hmmm



I'm still open to any suggestions


#8
ArtEChoke

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Hrm, how about:



A non-spell based invisibility effect (can't be dispelled), in addition to the placeable attached to a node placed on the "push block" creature in the toolset (the thing from the crypt of the betrayers in the nwn2 oc).



Its animations are essentially blank, so the statue should be perfectly still, and if it moves, it will just slide. No bobbing and weaving.



Then again, I'm not sure what nodes are available for attachment on the push block.

#9
_Knightmare_

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Might help to look at this topic, deals with making an NPC in to a statue (and how to freeze their animations): http://social.biowar...4/index/3181003

Modifié par _Knightmare_, 28 juillet 2010 - 01:05 .


#10
Morbane

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ArtEChoke wrote...

Hrm, how about:

A non-spell based invisibility effect (can't be dispelled), in addition to the placeable attached to a node placed on the "push block" creature in the toolset (the thing from the crypt of the betrayers in the nwn2 oc).

Its animations are essentially blank, so the statue should be perfectly still, and if it moves, it will just slide. No bobbing and weaving.

Then again, I'm not sure what nodes are available for attachment on the push block.


How do I get the Push Block to be the test subject in the SFX editor - or do I even need to do that? I saw the Push Block in Appearance.2da but I dont know how to get it into the editor :(

#11
ArtEChoke

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I'm not sure you can change the creature in the editor. I did take a look at the push block in the toolset (its just an appearance - there is no blueprint for it), and it only has a root node. So if you do try it, attach model fx to the root on the vfx dummy.



I also noticed there's a spell hook "creature" under the "special" section in blueprints. I didn't have a chance to see what it does (it was just a few minutes before I had to run out to work), but you might want to take a look at that as well.