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Supernoob Returns: mixing and matching weapon models?


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26 réponses à ce sujet

#1
Happycrow

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I'm a medievalist.  I do arms and armor research.  Needless to say, nwn2 greataxes bug the snot out of me -- kinda like a cop watching a cop movie.

So it occurs to me that now is NOT the time to be getting back into the modelling side of things... but then, as I'm sucking down my fiftieth cup of coffee, it occurs to me that in theory, I wouldn't need to... that work's already been done.  The problem is, none of the right stuff is quite in the right places for what I'd like to do:

1)  If you could insert a hatchet blade for piece1, and a spear or quarterstaff haft for part two?  That's a Danish Axe!  Like, the real kind, that cut Normans practically in half at Hastings!
2)  If you could take a mace (it'd have to be the right sort here, this is a lot dodgier), and do the same thing onto a middling-sized half, you'd have a Taborite War Flail!  (of course, you'd have to make an entry in your weapons 2das if you wanted to create a Gygaxian Footman's Flail, but that's a separate issue - also, it might animate in REALLY goofy ways using the flail rules, but hey, still worth a shot).
3)  Put a rapier blade as piece1 onto something like a "warmace" haft, and you've got an Ahlspiess!
4)  Same thing with various scimitar parts, and you've got a glaive, a naginata, or a Kwan Do!  Or, a short haft, to get a Pa Dao!

Etcetera.  Like I said, I've had a lot of coffee.  Should be in my nickname somewhere.
It'd be something in the way of redefining where the models go and what they do, and I don't know how to do that.
I've read Qkrch's weapon import/export tutorial, but that's basically about moving stuff into and out of Max, and doesn't (seem) to say what defines which category a given mdb and its dds are used for.

If anybody could sell me a vowel, I'd be totally happy to pay-it-forward and put the results upon the Vault.

EDIT:  I know it's got to do with itemclass in baseitems.2da ...  but it can't be as simple as just grabbing, oh, w_staff01.mdb and saving a renamed copy as w_greataxe08.mdb, or can it?  That seems WAY too easy.

Modifié par Happycrow, 15 février 2011 - 04:20 .


#2
c i p h e r

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Actually for weapons, I think it is that easy provided the various model parts fit together properly (and maybe this is where the modeling mumbo jumbo happens for it to work). As long as you follow the weapon naming convention, the game will pick it up. If the model is broken down into parts, the individual weapon parts are suffixed with _a, _b, and _c.

Modifié par ç i p h é r, 15 février 2011 - 07:14 .


#3
IxionReborn

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Yeah he's right I just did something like that, it's all in the model name and then the suffix _a _b _c,  top middle bottom. No need to mess with 2da's.  Just make sure the number after the weapon name is unique if you dont want to overwrite any.

#4
dunniteowl

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Your coffee-philia is already duly noted in your moniker. I live around crows (my arch nemesis in namesake only -- owls and crows apparently hate each other) and the term HappyCrow totally fits with a highly caffeinated avian of jet on fuligin, winging wildly "as the crow flies."

dunniteowl (on his first BIG cup of coffee of the morning...)

#5
Mad.Hatter

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Take this with a grain of salt as I've only recently begun to experiment using 3d modeling software:



--Simply renaming the models should work at the basic level because of how NWN2 reads model names and detects them in the toolset. You won't need to do any .2da editing (as Ixion mentioned).

--The problem you'll likely face (and which would require a slight rework of the models in a program) is that modellers tend to delete unseeable geometry on their models. For example, the end of a spear haft where it connects with the spearhead probably doesn't exist (at least if the model is efficient) because it gets covered/overlapped. This becomes a problem when the head and haft (or blade and hilt, etc.) do not match up flush. This may not be extremely noticeable, but it would bother someone like me and is something to consider when mixing and matching models from different weapon types. This type of remodelling would not be difficult to do, though, as you could import both models and see how they fit together..

#6
Mad.Hatter

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^or if that geometry does exist, it's likely a flat polygon that would look terrible when rendered in game.

#7
Happycrow

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Yeah, I can box-model no problem, so no real issue there except the time I'd lose doing other stuff (besides that tazpn's probably doesn't work with Max2009, so I'd have to use my Ancient and Venerable Lappy to do the work).



Meanwhile, if it IS that simple, I can play with it here and there, and see how it goes... thanks y'all.



(Oh, and yeah, DNO, crows/ravens and raptors are like ancient blood-enemies IRL....)

#8
Hellfire_RWS

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Tazpn works with 3DS Max 4.2, 5, 6, 7, 8, 9, 2008, 2009 (32-bit) are supported.
Max 9, 2008, 2009 (64-bit) are compiled but not tested.

I can confirm that Tazpn also works with 3DS Max 2010 as well.

For a little more information here is a link to the item creation tutorial

Modifié par Hellfire_RWS, 15 février 2011 - 04:18 .


#9
dunniteowl

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I don't know how likely it would be to do it, but I argued prior to release that the models' handles, butts, hafts, blades, shafts and tips should be interchangeable with the multiple parts named as a specific weapon type and numerical counter to it, while leaving an "assembly" palette of the parts available to the module designer. Clearly that didn't happen. What are the potentials to do something similar to that now? It'd make one hell of a Custom Content Contribution I'd wager.

dno

#10
kamal_

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dunniteowl wrote...

I don't know how likely it would be to do it, but I argued prior to release that the models' handles, butts, hafts, blades, shafts and tips should be interchangeable with the multiple parts named as a specific weapon type and numerical counter to it, while leaving an "assembly" palette of the parts available to the module designer. Clearly that didn't happen. What are the potentials to do something similar to that now? It'd make one hell of a Custom Content Contribution I'd wager.
dno

You can, all the weapons have three basic parts (other than things like slings obviously). For bladed weapons it's pommel, grip, and blade. Then just assign this a different name.

#11
Happycrow

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Thanks Hellfire. That ettercap's still all yours if you can figure out the UVmap for it.

I copied over a battle axe and renamed it with a greataxe moniker.

THE GOOD -- it shows up in the menu.

THE BAD -- I can't actually select it. Double-clicking it closes the selection menu, but doesn't actually change the model selected.



Ixion, you said you just did it... is there a step you can think of that I might have missed?

#12
Happycrow

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Nobody has any ideas?

Modifié par Happycrow, 18 février 2011 - 12:46 .


#13
dunniteowl

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[Cue the Good, the Bad and the Ugly theme music]



Bumping to bump ain't taken too kindly 'round these parts, rover. Ah'm the Sheriff o'this here town and Ah'd thank ya kindly ta not stir up any trouble.

[strikes match off 2 day old stubble and lights cigarillo]

Now, go on 'bout yer business. Ah'll keep an eye on this here thread.



dno

#14
Morbane

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oooo-eeee-ooooo wa-wa-wa!

#15
kevL

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lol



why there no Blondie emoticon ..?

#16
wulff420

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im using blender i just made a katana model for a rapier, scimitar, and kama so far it was hard at first you need to rightclick on a model part to select it.   in blender that is.

first thing is you want to read your tutorial that came with the blender import export scripts on the vault  i did 15 times and while i read i tried to apply what it was telling me for the case i was working on

ok so here goes , when you import a model and rename the three key areas in the mesh outline to whatever part you want like i did (w_Kat01_a.MDB) as (w_Rapr10_a.MDB) you will wind up with strange texture unless you in the outliner view fully expand and read what file the texture references when you have read what file the texture references you then chage your program to edit mode tap (A) until you see the entire mesh is selected then in your uv window you load up the file from your directory (the exact file the texture references) return to object mode change your view of the object to textured and make sure the mesh is textured right on your materials tab change the active box to (mat face or tex face i ferget witch right now it has to do with telling the script to use the material image ah image face thats the box) and then view the materials tab it should show the image you opend in the uv image window then export as your name you called the new model like mine was w_Rapr10_a.MDB. the files are in my overide directory right now but as soon as i can figure out how to make a hack pack it will be in my haks folder and hope it will still work lol. also its helprful on wepon parts to not rescale the image X10 and then again as -X10 my dude was holding a katana the size of the empire state building as a rapier lmao anyhoo hope that helps you and anyone else who like myself struggled with this part see ya.

Modifié par wulff420, 19 février 2011 - 09:15 .


#17
IxionReborn

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Happycrow wrote...

Thanks Hellfire. That ettercap's still all yours if you can figure out the UVmap for it.
I copied over a battle axe and renamed it with a greataxe moniker.
THE GOOD -- it shows up in the menu.
THE BAD -- I can't actually select it. Double-clicking it closes the selection menu, but doesn't actually change the model selected.

Ixion, you said you just did it... is there a step you can think of that I might have missed?


You'll have to be more descriptive giving a step-by-step process of what you did.   I don't recall ever having a problem with selecting it.. did you create a unique blueprint item? 

All I can think of is, make sure it has the user defined properties in the model object properties in 3ds Max, (copy a nwn2 weapon user defined properties)

I put mine in a hak, so make the number unique in its name, and make sure each part is named correctly as well.
Then when you go in the toolset and create the item, when you change the model part number, it should be the same number you set it to and should work.

#18
wulff420

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yea like he said i created the weapons with my new models in it in an area i just droped em on the ground loaded up my game piked em up an equiped them

#19
The Fred

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I saw someone had stuck scimitar blades on the ends of quarterstaves; they were in some screenshots of an oriental armour pack on the vault, and the author had said they were something he'd been working on (to make a naginata) but I don't think they were ever released. I think he actually modelled them rather than re-naming parts, but it must be relatively straightforward to do (and hell I sure would love a naginata).

#20
Happycrow

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Thanks for the replies, gents. In this case, I just took the battleaxe model and renamed it to greataxe9000, and did the same with the dds for it. Then I stuck it in the override.

#21
kevL

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'greataxe9000' - Lol!


( trying to choose an emoticon here, but they all strike me as valid :)



Happycrow    =  Posted Image

#22
Happycrow

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Well, I used the correct naming convention, but, yeah... it seemed appropriate.  Posted Image

Unfortunately, while it showed up in the toolset list, I wasn't able to actually select it.

#23
kevL

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ah well, the spirit is there ..

So ya can't export a .UTI? i barely know what I'm talking about re. models, but does this have something to do with MDB Cloner, perhaps - ie, if I'm off my rocker, pls ignore. Ie, I've heard good stuff about the Cloner, so maybe running the parts or whatever through it might 'patch' it together

#24
Happycrow

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Huh. Hadn't tried that, kevL. I'll give it a shot and see what happens.

#25
wulff420

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yea the cloner seems like it may be helpful i used it and paint.net and re textured human head01 an was able to create a pc with head number 50 a sorta half arsed hollow mask type looking head texture it worked so thats kool but now whenever i try to export head01 even tho i put the fresh file in i keep getting error message something about variable 10 on b45 er sumthin like that so i dunno i wanted to make another hollow mask re texture and put horns on the head model but its not so smooth as of yet an im tired lol