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Custom Cloak Models


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#1
IxionReborn

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I just recently moved over to nwn2 toolset after sucessfully getting placeable objects with animations into nwn1... unfortunately it seems its a lot different. 

I'm trying to make a cloak model that covers most of the characters upper torso and face, as if one would wear in a desert. I dont have to worry about races/etc I think cuz its just gonna be on a human npc.

I tried finding documentation on tutorials etc for cloaks but all i've found were things on how to do armor and placeables for nwn2.    I also searched everywhere in the data folder for a 2da that had the cloak model names etc in it and had no luck.

If someone could point me to a tutorial, or go about explaining to me how to get a modeled cloak from 3ds max, (i import from maya), into nwn2 toolset, and into a hak pack, that would be great. I'm really trying to figure all this stuff out by myself but I'm out on a whim, this place helped my nwn1 problem in the past and hopefully someone's messed around with nwn2 cloak models before.

Thanks again,

Ixion

#2
painofdungeoneternal

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Go on IRC and look for hellfire, or go register at robinson workshop.



Hellfire is basically head animator, teacher and modeling coordinator in NWN2. He's basically using cloaks to implement horses. He also can likely hook you up with full skeletons and other goodies the community has managed to recreate for nwn2.

#3
dunniteowl

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What painofdungeoneternal said ^v^

You might also look on the Vault under Clothing/Armor Models (I think they'll be listed as a Hak Pack category...) and see if there are any folks' names there that might be able to provide you with a few tips and pointers. For a while, there were a lot of folks making clothing sets and such and, IIANM (Am Not Mistaken,) cloaks definitely fall under this category of modeling.

Sounds like you're trying to make a djellaba *(see image near the bottom of this linked page: http://www.portlyautey.com/Powers.htm .) I would love to see more desert and Middle Eastern clothing styles as well as armors, so good luck to you.

dunniteowl

#4
IxionReborn

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Hey guys thanks for the replies so far, I did a little more searching around and came across a nwn2 vault hak for backpacks that are cloak slots. I'm going to try and disect it and see if what they did, so far I can tell that through the naming conventions they went up to 16,  ( CL_Cloak16). I think nwn 2 has 15 cloaks so its possible they added this one in or overwrote it.  

I guess I can settle for overwriting a single cloak for now, and since they're already made I can just replace the model with the current backpack 'cloaks' naming convention.

If anyone else finds something out let me know, I'll post back if it works.

Backpacks-

http://nwvault.ign.c...s.Detail&id=114

Modifié par IxionReborn, 16 décembre 2010 - 03:25 .


#5
IxionReborn

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Hey dunniteowl, you sounded interested in the desert stuff so heres an update, almost finished with the helm, havent tested it getting in the game though.

Posted Image

#6
dunniteowl

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If memory serves, that would colloquially be called a "burnoose." And yes, I am interested in all these things, so please keep updating.



Excellently done, by the way. I don't know if I'd call that Middle Eastern, but it most definitely has a "deserty" atmosphere to it. Love the cloth/burlap texturing.

dno

#7
Hellfire_RWS

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Cloaks that cover the head shoulders and is a cape as well may not be possible.
Cloaks are a separate skeleton and only contain the collar bones in addition to the cape and wing skeleton. a MDB file can only contain 1 skeleton reference (that I know of) so you could not weight the model to the head, body and cape skeleton.

I have never tried this so it "might" work but I'm guessing it will not

PS. I'm working on a desert module and would really love a copy of that head piece.. please.. pretty please

Modifié par Hellfire_RWS, 21 janvier 2011 - 01:10 .


#8
IxionReborn

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Yeah I had a feeling with the connected front cloak it might not work...but I was going to give it a try, normally in rigging, if I set its weight value to 0 or blended it between the two It would work, because that part of the cloak on the character rarely moves anyway... I may be able to get away with detaching it and overlapping one over the other.

And yeah I did some web surfing, its called a Shemagh. And Hellfire we'll see ;)  I know I'm not that great of a scripter so I'll be back on here sometime.  I guess I'll try putting in the cloak model first before I texture it etc. Thanks guys.

-Ixion

Update:  Cloak Model goes in fine and animates fine  :)


Yeah sorry for the confusion Im making a helmet and a cloak.

Posted Image

Modifié par IxionReborn, 21 janvier 2011 - 10:01 .


#9
Quilistan

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I must say that head wrap is awesome!

#10
IxionReborn

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Update on Cloak

Posted Image

#11
NWN DM

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Get 'em into a hak!

#12
MachinSin

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Hi to all,



This will be a "must have" for almost everyone :P Many of us will love to have it as a hak and will be very gratefull for that!



MachinSin

#13
casadechrisso

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That looks absolutely great, me wants!


#14
IxionReborn

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Yeah I was making these for a important character in a campaign module Im getting started on, but it looks like a lot of people want it and i'd be a jerk to say no.

So uh...I'm able to get it with override,  how do I get it into a hak without overwriting present helmets and cloaks..which brings us back to the main question I had.

I'm still unsure if its possible to do it with helms and cloaks but I'm making some placeables too. I was reading somewhere you have to hack the dialogue.tlk file and if you update it screws things up, so... theres just not a lot of reference to go to :pinched:

-So I'm forced to name the files the same as a model already in game or is there another way

Modifié par IxionReborn, 23 janvier 2011 - 08:36 .


#15
casadechrisso

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No, follow the typical naming convention but choose a "free" hat/helmet appearance number for a cloth hat (that way, you won't need to edit any 2da). Same for the cloak. The tlk is not needed either. There are already a lot of cloth helmets/hats out there, so you might want to take a higher number. That new file won't work as an override anymore, but for us builders it'd be available in the toolset and we're all happy. Just keep what you have now for your campaign as an override and make a copy for the rest of us?

Modifié par casadechrisso, 23 janvier 2011 - 09:19 .


#16
casadechrisso

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Okay, I'm really no expert in this, but I'm trying my best for a step-by-step thing. I assume you currently have a mdb file + textures, the file probably named something like, p_hhm_cl_helm07.mdb. If you're totally nice and want to make us happy, you've made a female version too, called p_hhf_cl_helm07.mdb. Same thing for the claok, just with a name like... p_hhm_cl_cloak07.mdb.

Now, are you familiar with the mdb cloner app?
http://nwvault.ign.c...ls.Detail&id=37

It's quite easy, you just start it, choose file -> load mdb, then rename it while keeping the textures and all the same, and save the clone again. Out of the blue, to make things not too complicated, I'd suggest p_hhm_cl_helm101, because the numbers below 100 seem already be quite packed by other community content (someone correct me if the numbers above 100 are unavailable or something). Do the same with the female version and the cloak male/female and save all those into a folder, along with the textures etc. That's pretty much all, now you just get another tiny helper app, the NWN2 Packer:

http://nwvault.ign.c...ols.Detail&id=9

(download the last in the list, NWN2Packer_20080808.zip)

Open that little prog, just drag&drop all the files you saved earlier into the window, then save as... and call it "myossumhelmandcloak.HAK" or whatever - make sure to type in the .HAK extension, or it's saved as an erf. There you go, a new hak for us to use that already contains the basics. No 2da is needed at all unless you want to make your own armor category, but that's going too far now. This will make it available in the "Cloth" category.

Now, this way, if you made a male and female version, these will only show up on humans or creatures that use the human body like Genasi, half elf etc. No love for half-orcs, dwarves and gnomes, but at least for elves there's often the simple trick to make another standard copy, name it appropriately ("p_eem_xxxx" and "p_eef_xxxx"), then open the file in an editor like notepad++ and do a find + replace to change all occurances of hhf/hhm to eef/eem. Works at least for armors most of the time, and now I'm not even sure if it's needed for cloaks and hats... gah.

Anyway, I hope that made sense or at least gave you some pointers. I'm sure once America has woken up, there will be more skilled people who can help better.

And edit: Looks like I missed something again, you asked about placeables there, right? Okay, typed all for nothing, and yes, placeables need a .2da entry, but no tlk... I'll leave the field for Hellfire or whoever. :P

Modifié par casadechrisso, 23 janvier 2011 - 10:14 .


#17
IxionReborn

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Thank you so much, this helps out a lot.

I was planning on doing it for all races (except yuanti and half orcs) Because these two pieces play a role in the campaign the player will eventually be able to use. (But I'll do them for all races in the public hak)

Genesai and Planetouched are easy because I'm pretty sure they use the human rig, as for the others I'll have to re-rig the cloak and put it at different heights. Rigging takes some time however so yeah..

And I think each LoD (Level of detail) model needs to be rigged to the skeleton as well, but you can load painted weights onto it so that might work, (someone correct me if Im wrong on this)

Also there's some geometry going through some of the armors because of bandoliers etc, im adjusting its placement for human male right now,.

Modifié par IxionReborn, 23 janvier 2011 - 10:22 .


#18
casadechrisso

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I'm pretty sure Yuan-Ti are using the human rig too, and as for elves, they must be quite close (see above trick with simply changing some characters within the file - I assume it's actually just the skeleton reference that needs the rename). I have no clue about 3D whatsoever though, just my little tricks to get stuff to work somehow...

#19
IxionReborn

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Nevermind, fixed it, everything looks good now.

Modifié par IxionReborn, 24 janvier 2011 - 01:22 .


#20
c i p h e r

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Oh wow! More awesomeness. Seriously that looks absolutely fantastic, and a total original to boot. I've never seen this particular flavor of "helm" before either in NWN1 or 2. Nice job Ixion and thanks for contributing!

#21
dunniteowl

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^ what this guy said +1

dno

#22
IxionReborn

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I did everything and made a test hak, added it to a mod, but I cant find it anywhere in the toolset and I dont know which cloak property I have to change to get to it.

i did the normal cloak name with 101 at the end and its not an erf its a hak file and its in the hak folder

Modifié par IxionReborn, 26 janvier 2011 - 09:38 .


#23
dunniteowl

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You should import or associate the Hak to your module. I think you do this in Module Properties.

To get there you should highlight your module (not the area) and then just mouse over to the Properties tab. From there I believe it allows you to associate and/or import haks into your module. I believe you'll have to do that before your stuff will show up.

And, as I am certain to only be about half right, someone should show up rather quickly and correct me wrong parts.

dunniteowl

#24
MokahTGS

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+6 This stuff is great!! That is useful for all sorts of stuff not just desert environments. I'd love to use that in anything I build.



Keep up the great work and welcome to the community!

#25
IxionReborn

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Yeah I did that part already, all that really looks like that would affect the cloak appearance would be the 'model parts', and they have a list of numbers and i switched them around to '101' but theres 3 slots.  No matter what I did the cloak stayed as its default model.  

It was working fine in the override so I doubt theres anything wrong with the files, however I wont rule out something may be wrong with the hak made from the hak packer program. (it has a .hak extension)

Also I probably doubt this is the issue but the cloak just has  dds textures, not a PLT.

Modifié par IxionReborn, 26 janvier 2011 - 10:10 .