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A not so dead horse topic


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#151
Dann-J

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Freakin' horses with freakin' crossbows on their freakin' heads - what could possibly go wrong?
(Answer: a whole lot of dead farriers and gelders)

Although the real question is; why are people wasting their time on horses when there are ankhegs to animate? Posted Image

#152
kamal_

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Horses open beta!
neverwinter.nexusmods.com/downloads/file.php

#153
nicethugbert

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NEAT!

#154
MachinSin

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Hi to all,

Great news!

MachinSin

#155
IAmDeathComeForThee

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Woot!

#156
Quilistan

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DannJ wrote...

Freakin' horses with freakin' crossbows on their freakin' heads - what could possibly go wrong?
(Answer: a whole lot of dead farriers and gelders)

Although the real question is; why are people wasting their time on horses when there are ankhegs to animate? Posted Image


Totally AGREE!!!

#157
Hellfire_RWS

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Posted Image
Posted Image
Posted Image
Posted Image

#158
Dann-J

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Very nice!

I've downloaded the work to date from the Nexus, so I can play around with incorporating horsies on my overland map. I imagine at that scale and restricted camera angle I could use the human horse/cloak models for elves. [Edit: I've found the elf versions cunningly hidden in the 'human' folder].

Can these models be used as individual creatures in their own right? If not, then it should just be a case of putting a horse/cloak on an invisible creature model. The latter would be easier anyway, as it doesn't require a new appearance.2da entry.

[Edit: I created a riderless horse by making the rider's head, body, gloves and boots invisible (options 98)]

Modifié par DannJ, 26 mars 2012 - 09:47 .


#159
Dann-J

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I've had a tinker, and I'm hugely impressed with the work so far.

I'll definitely be using cloak78 (the plain white horse) for my Gullykin module, both as riderless horses in Gullykin itself and for mounted travel on the overland map. I've already started to customise it - I've given it a tint map, and I've experimented with the alpha channel on the texture to make the bottom of the tail look like strands of hair. I'll also be experimenting with the appearance.2da entries to see if I can give them a different footstep sound, and perhaps give them a portrait setting that doesn't have the camera inside the horse's neck.

I did notice that cloak78 was using the wrong normal map though. You can see the impressions of the rump blanket on it's bare-textured rump, and the mane shows the impressions of the neck barding instead of hair. That was easily fixed though.

Now I just have to figure out a fool-proof OnEnter script for the overland map to mount players (so to speak) if you've hired horses. I imagine I'll have use the SetCreatureAppearanceType in a switch that uses race/subrace, then spawn and equip a horse-cloak. I'll have to check there are at least two inventory slots available (one for any existing unequipped cloak, one for the newly spawned cloak), and if not then store two items in a hidden chest somewhere and replace them in the OnExit script that removes the horse-cloak and re-equips any previous cloak. Otherwise you risk things falling to the ground - and I don't know if you can pick up items on an overland map. I'd also have to modify the module OnEquip script to prevent a player from removing the horse-cloak while on the overland map.

Or is there a better approach?

#160
Hellfire_RWS

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Sorry for the bad normal maps, I got so into making variations I got them mixed up. I have completed many new skins and hope to update the pack sometime within a week or so.
The update will correct the normal map issue.

#161
Dann-J

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There's one amusing thing I noticed - tieflings with tails look like they're riding a stallion. And WHAT a stallion! Almost drags on the ground, it does... Posted Image

Appearance.2da has columns for wing/tail scaling factors, but in my experience they do nothing in NWN2. Otherwise you could scale them down to be so small as to be invisible for the mounted appearances. Not that I really want to fix the 'problem'. I consider well-hung tiefling stallions to be a bonus.

It's a pity there seems to be no way to interactively give or remove wings or tails from players. They'd have provided a less intrusive way of 'equipping' a horse than the cloak slot (plus it would have looked cool galloping with a cloak streaming out behind you). I suppose we have to use what the game engine allows us to though.

Oh for some source code...

[Edit: There were SetCreatureWingType and SetCreatureTailType functions in NWN1 - I wonder if they work in NWN2?]

Modifié par DannJ, 27 mars 2012 - 03:20 .


#162
Hellfire_RWS

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DannJ wrote...

There's one amusing thing I noticed - tieflings with tails look like they're riding a stallion. And WHAT a stallion! Almost drags on the ground, it does... Posted Image

Appearance.2da has columns for wing/tail scaling factors, but in my experience they do nothing in NWN2. Otherwise you could scale them down to be so small as to be invisible for the mounted appearances. Not that I really want to fix the 'problem'. I consider well-hung tiefling stallions to be a bonus.

[Edit: There were SetCreatureWingType and SetCreatureTailType functions in NWN1 - I wonder if they work in NWN2?]


Well there is a bug I need to fix.  I am already taking away wings and cloaks, it would be bad to take away tails also.
I sooo wish NWN2 had a set tail function built in and not part of NWNX.  I would love to be able to give ppl horses, wings AND cloaks.

I also plan on horse creatures but with and without saddle. 

#163
Mimi Fearthegn

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They're soo beautiful!

I've been having a problem with the two handed weapon walking and running forward animations, though. I haven't tested all of the races, but for elves and humans holding, say, greatswords, or katanas while riding, they simply slide forwards. Running and walking are a problem for male models; running is a problem for female models, but not walking.

#164
Dann-J

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Yeah - some of the two-handed (non-greataxe) walk/run animations don't seem to work. I'm not a big fan of the 'weapon-on-the-shoulder' look myself. Dwarves have a tendancy to commit suicide with their waraxes (right through the neck - ouch!), and anyone wearing armour with big 80s-style shoulder pads tends to poke holes in them. I've replaced those animations with some of the others. The running animation for polearms looks pretty good when used with other two-handers.

The two-handed idle animation also causes one of the female strongheart halfling faces to melt! I haven't noticed it on other female models that use the same animations, so it's probably something wrong with that particular head model.

I've got geegees working on my overland map now. I decided to keep things simple, and give players a 'riding cloak' when they hire a horse. All riding cloaks have the same tag (but different resrefs for the differently tinted varieties), so they run the same OnEquip and OnUnequip scripts that check whether you're on an overland map or not. The OnEquip sets an integer on the cloak item recording the player's original appearance type, with a switch/case function assigning the new appearance. The OnUnequip script reads the variable back off the cloak and restores the player's original appearance.

I might replace the appearance checks with subrace checks (in both scripts), just in case a local variable proves unreliable. There's already a problem if a mounted player gets polymorphed. I suspect the cloak is being re-equipped without removing it when that happens, which resets the local integer on the cloak to the mounted appearance - making it impossible to return to your original appearance when you remove the cloak.

At the moment you can choose to don or remove your 'riding cloak' while on an overland map at will. I think I'll automatically equip it in the OLM OnEnter script if you've got one in your inventory. I'll definitely unequip it in the OLM OnExit script (or via the placeable conversations that allow you to leave).

Thanks Hellfire for this amazing resource.

#165
MachinSin

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Hi to all,

Implemented version in Griffin Island PW and people already enjoying and saying how amazing this is. Hoping to see you develop this wonderful resource more when you have time to do it,

MachinSin

#166
Dann-J

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Have you found a way to fix the portraits when mounted? I've tried changing the portrait column in appearance.2da for the mounted appearances, but it never seems to alter how the portraits show up. I'm not entirely sure that column does *anything* at all now (at least not for party member portraits).

I can give all my potential companions custom portraits, but I can't seem to see any function that allows the portrait to be changed via script for the PC.

#167
kamal_

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DannJ wrote...
The two-handed idle animation also causes one of the female strongheart halfling faces to melt!

Because it's face-meltingly awesome.  :P

#168
Dann-J

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kamal_ wrote...

DannJ wrote...
The two-handed idle animation also causes one of the female strongheart halfling faces to melt!

Because it's face-meltingly awesome.  :P


Between mounts and lute hero, I'm surprised we have any faces left. Posted Image

http://eqvault.ign.c...ntnews&id=41952

#169
c i p h e r

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OMG, that's too funny! :D

#170
Dann-J

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It's amazing how much time you can waste fooling around with the new mounts:

Posted Image

Any of the creature models that use the human skeleton should be mountable (actress/bishop).

Modifié par DannJ, 11 avril 2012 - 10:46 .


#171
kamal_

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DannJ wrote...

It's amazing how much time you can waste fooling around with the new mounts:

Posted Image

Any of the creature models that use the human skeleton should be mountable (actress/bishop).

Can we now say this is a dead horse topic? :o

#172
Hellfire_RWS

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DannJ wrote...

It's amazing how much time you can waste fooling around with the new mounts:

Posted Image

Any of the creature models that use the human skeleton should be mountable (actress/bishop).


That is extreamly cool, May I include this in the pack when I update?  Full credit

#173
Dann-J

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Sure. I've still got some tinkering to do with the horse texture, and I haven't touched the normal map yet (I want those ribs and wounds to really stand out). I've allowed the skeleton rider to use the standard human accessories in appearance.2DA, although not all of the helm models fit the skull properly (and the helm scaling columns in the 2DA do nothing in NWN2).

For now I've clipped out the saddle using the diffuse texture's alpha channel. A scuffed and torn saddle might also look good (but would require additional texturing).

For some reason the horse-cloak doesn't want to appear correctly in the toolset when equipped on the skeleton. It works fine in the game though. Maybe there's something screwy with my 2DA entry.

There are lots of other human-skeleton models that would look good on horseback as well, like liches or death knights.

#174
1Ombra1

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Good Job, we are weating for horses for a long time.
I downloaded the Open Beta but I have a problem, I am not able to see the Horse. I need to use the cape slot, I know, but how do I implement it properly?
Thank you all, I am ready to vote in the vault when the final version will be out. ;)

#175
Dann-J

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I found it wasn't just a matter of choosing the cloak number from the dropdown list in the item's Properties tab. I had to select the cloak (either an item on the ground, or a blueprint) and go to its Armor Set tab, then select the cloak type from there.