Custom Cloak Models
#1
Posté 15 décembre 2010 - 02:16
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
Posté 15 décembre 2010 - 05:53
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
Posté 16 décembre 2010 - 01:00
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
Posté 16 décembre 2010 - 03:24
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
Posté 21 janvier 2011 - 02:30
#6
Posté 21 janvier 2011 - 05:40
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
Posté 21 janvier 2011 - 01:09
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
Posté 21 janvier 2011 - 05:03
And yeah I did some web surfing, its called a Shemagh. And Hellfire we'll see
-Ixion
Update: Cloak Model goes in fine and animates fine
Yeah sorry for the confusion Im making a helmet and a cloak.
Modifié par IxionReborn, 21 janvier 2011 - 10:01 .
#9
Posté 22 janvier 2011 - 03:57
#10
Posté 23 janvier 2011 - 04:18
#11
Posté 23 janvier 2011 - 07:29
#12
Posté 23 janvier 2011 - 12:42
This will be a "must have" for almost everyone
MachinSin
#13
Posté 23 janvier 2011 - 03:43
#14
Posté 23 janvier 2011 - 08:24
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
-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
Posté 23 janvier 2011 - 09:18
Modifié par casadechrisso, 23 janvier 2011 - 09:19 .
#16
Posté 23 janvier 2011 - 09:45
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.
Modifié par casadechrisso, 23 janvier 2011 - 10:14 .
#17
Posté 23 janvier 2011 - 10:17
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
Posté 23 janvier 2011 - 10:28
#19
Posté 24 janvier 2011 - 12:35
Modifié par IxionReborn, 24 janvier 2011 - 01:22 .
#20
Posté 25 janvier 2011 - 04:02
#21
Posté 25 janvier 2011 - 08:08
dno
#22
Posté 26 janvier 2011 - 09:37
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
Posté 26 janvier 2011 - 10:04
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
Posté 26 janvier 2011 - 10:06
Keep up the great work and welcome to the community!
#25
Posté 26 janvier 2011 - 10:08
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 .





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