Robes and riding problems
#1
Inviato il 13 settembre 2010 - 09:31
When mounting a horse, wearing an armor that has a robe, 2 things can happen:
1) All works fine, with NWN robes and CEP robes
2) Using other hak pak robes, the robe goes underneath the horse, and "runs" as I move. The body parts covered by the robe are invisible on the mounted model,making for a very strange look.
What causes this behaviour? WHat has CEP (and Bioware) done to make their robes behave nicely with riding?
(Also, is there any way to enable shields being shown when riding normally?)
#2
Inviato il 13 settembre 2010 - 09:57
#3
Inviato il 13 settembre 2010 - 10:02
Obviously, models need to be animated in a 3d modeling program like 3D Studio Max. The robes that don't conform to the riding phenotype haven't had an animation made.
#4
Inviato il 13 settembre 2010 - 01:41
Modificata da Vendel, 13 settembre 2010 - 01:41 .
#5
Inviato il 13 settembre 2010 - 01:50
Vendel wrote...
So, it's a modelling issue? Not something I can fix with 2das, or by editing the MDL files with Notepad?
Yes, that is correct. The riding phenotypes may look like they simply "reuse" the standard robes, but under the hood those robe models have actually been duplicated and substantially adjusted to look right. For clothing created before the new horses were released by Bioware, you simply won't have models that look right, and making them look right is a substantial task.
#6
Inviato il 13 settembre 2010 - 03:05
Invisig0th wrote...
Vendel wrote...
So, it's a modelling issue? Not something I can fix with 2das, or by editing the MDL files with Notepad?
Yes, that is correct. The riding phenotypes may look like they simply "reuse" the standard robes, but under the hood those robe models have actually been duplicated and substantially adjusted to look right. For clothing created before the new horses were released by Bioware, you simply won't have models that look right, and making them look right is a substantial task.
To work perfectly, yes they'd need new animations. To work close enough it's not that bad at all, you simply need to apply the right supermodel to the robe so it will sit in the right place.
Riding uses supermodel 3.
So your standard robe will have some code like this:
# Exported from NWmax 0.8 b60 at 7/19/2005 9:02:00 PM # mdl file # #NWmax MODEL ASCII # model: pfh0_robe108 #local file: Unknown filedependancy Unknown newmodel pfh0_robe108 setsupermodel pfh0_robe108 a_fa_skirt <---------- supermodel here classification Character setanimationscale 1.0 #NWmax GEOM ASCII beginmodelgeom pfh0_robe108 node dummy pfh0_robe108 parent NULL endnode node trimesh rootdummy parent pfh0_robe108 position 0.000249158 -0.0325529 1.19227 orientation 1.0 0.0 0.0 0.0 wirecolor 0.541176 0.541176 0.541176 tilefade 0 ......... ......... donemodel pfh0_robe108
What you need to do is replaced the animation set (Supermodel) with the bioware default one (pfh0).
Then do a search and replace through the entire ASCII text and replace all instances of pfh0 with pfh3.
Modificata da Calvinthesneak, 13 settembre 2010 - 03:12 .
#7
Inviato il 13 settembre 2010 - 03:07
# Exported from NWmax 0.8 b60 at 7/19/2005 9:02:00 PM # mdl file # #NWmax MODEL ASCII # model: pfh3_robe108 #local file: Unknown filedependancy Unknown newmodel pfh3_robe108 setsupermodel pfh3_robe108 pfh3 classification Character setanimationscale 1.0 #NWmax GEOM ASCII beginmodelgeom pfh3_robe108 node dummy pfh3_robe108 parent NULL endnode node trimesh rootdummy parent pfh3_robe108 position 0.000249158 -0.0325529 1.19227 orientation 1.0 0.0 0.0 0.0 wirecolor 0.541176 0.541176 0.541176 tilefade 0 scale 1.0 render 0 Shadow 1 beaming 0 inheritcolor 0 rotatetexture 0 alpha 1.0 transparencyhint 0 selfillumcolor 0.0 0.0 0.0 ambient 0.0 0.0 0.0 Diffuse 0.0 0.0 1.0 Specular 0.0 0.0 0.0 shininess 8 center 0.0 5.06639e-006 0.0 bitmap rootdummy verts 8 ......... ....... donemodel pfh3_robe108
Modificata da Calvinthesneak, 13 settembre 2010 - 03:08 .
#8
Inviato il 13 settembre 2010 - 03:11
#9
Inviato il 13 settembre 2010 - 03:14
Set supermodel to pmh3 and done a Search and Replace. This did not help, though.
#10
Inviato il 13 settembre 2010 - 03:17
#11
Inviato il 14 settembre 2010 - 05:31
Modificata da Khuzadrepa, 14 settembre 2010 - 05:31 .
#12
Inviato il 14 settembre 2010 - 08:02
Here's the work I did, it's robes and cloaks both, for horses and ACP fighting styels. It's obviously designed around use for the PW I work on, but feel free to look at it and/or try it.
http://74.52.167.77/...&root=ddmoonsea
- Zwerkules piace questo
#13
Inviato il 14 settembre 2010 - 01:50
#14
Inviato il ieri alle, 11:54
Little bit of thread necromancy...
Does anyone have a fix for the additional robes and ride-able mounts?
It seems that a large number of the available robe models in CEP 2.6.1 produce this problem, but the standard robes seem to work just fine. Seems the link and URL given above are long dead so hopefully someone has this... I shall cross my fingers!
#15
Inviato il oggi alle, 12:25
Use Project Q for this sort of thing. Its far far better for dealing with phenotype and animation issues.
#16
Inviato il oggi alle, 08:44
I recently documented a solution for CEP users (and other custom robes), which applies to all phenotypes such as riding, flying etc.
For the purposes of my own module, I only fixed the robes I needed, but if anyone needs to fix all the outstanding CEP robes, it would be great to post it as a CEP patch, to avoid duplication of effort.
- Zwerkules piace questo





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