How to create parts based creature
#1
Posté 15 août 2010 - 09:16
What I am looking for is a way to scale the base human, elf, etc. models.
thanks
#2
Posté 16 août 2010 - 12:48
If it was remotely feasible BioWare would have probably done it for patch 1.69.
Don't get me wrong, I'd love to see it happen if it's possible. It would be a great addition to the CEP.
-420
#3
Guest_invisig0th_*
Posté 16 août 2010 - 03:09
Guest_invisig0th_*
There is a bulk resizing tool called NWN Armory (available from NWVault) which makes resizing dynamic race part models very easy. This little utility allows you to take the the default race parts found in your game resources and batch resize/rescale them automatically based on general parameters you provide. That includes all standard "naked" parts as well as all standard armor parts (which are in actuality just body parts).
If you're literally just looking for a way to do things like rescale human and elf parts, that's pretty much all you would need to do it. There's some learning and some trial and error involved, but it's definitely something that can be done as a bulk operation.
For an overview of how dynamic race models work, download the Custom Content Guide from NWVault. There is an entire chapter on this, entitled "Custom Races".
Modifié par invisig0th, 16 août 2010 - 03:21 .
#4
Guest_nosecone2010_*
Posté 16 août 2010 - 09:53
Guest_nosecone2010_*
You can even make it dynamic if you use a custom animation to apply a scalekey. I did that once, to make an "enlarge" spell like the one in NWN2.
HTH
#5
Posté 16 août 2010 - 10:10
#6
Posté 18 août 2010 - 01:52
nosecone2010 wrote...
IIRC, If you just want to scale the whole model up or down, it's not as difficult as you might expect. As an exercise, try editing pmh0.mdl and adding a line "scale 2.0" just after the line "node dummy pmh0". It will double the size of the base model and all the body parts will automatically inherit the new scale without having to be edited individually.
You can even make it dynamic if you use a custom animation to apply a scalekey. I did that once, to make an "enlarge" spell like the one in NWN2.
HTH
The "scale 2.0" appears to work for all body parts except the head (which was humorous :happy:). Apparently you have to change the scale value in the head models. The weapons also do not scale. I seem to recall that is in a 2da file somewhere.
#7
Guest_invisig0th_*
Posté 18 août 2010 - 01:47
Guest_invisig0th_*
#8
Posté 20 août 2010 - 02:30
nosecone2010 wrote...
IIRC, If you just want to scale the whole model up or down, it's not as difficult as you might expect. As an exercise, try editing pmh0.mdl and adding a line "scale 2.0" just after the line "node dummy pmh0". It will double the size of the base model and all the body parts will automatically inherit the new scale without having to be edited individually.
You can even make it dynamic if you use a custom animation to apply a scalekey. I did that once, to make an "enlarge" spell like the one in NWN2.
HTH
Did you get the dynamic scale animation to work? Do you have an example?





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