Aller au contenu

Photo

A not so dead horse topic


  • Veuillez vous connecter pour répondre
205 réponses à ce sujet

#176
Dann-J

Dann-J
  • Members
  • 3 161 messages
The undead version of the horse (for skeleton riders) is now available at the Nexus site:
http://www.neverwint...ds.com/mods/129

The NWVault refused to allow me to upload anything (something about there being no temporary directory on the server).

Posted Image

Modifié par DannJ, 19 avril 2012 - 10:30 .


#177
1Ombra1

1Ombra1
  • Members
  • 24 messages
I have surely something wrong, but I do not know what.
I used a New Module without hak and other custom stuff. I used the /override folder to use the Horses files. Later in the toolset I created 3 Cloaks (77-78-79) and checked the armour property a DannJ said.
All I can obtain is this...
http://i.imgur.com/Wnicb.jpg
I'm obviously doing something wrong, but what?

Thanks.

#178
1Ombra1

1Ombra1
  • Members
  • 24 messages
I found the problem.
Thanks to all.

#179
Shaughn78

Shaughn78
  • Members
  • 637 messages
Hellfire is there any plans for death & combat animation?

After seeing DannJ's undead version I would love to have a group of undead riders surround and attack the player's party. Even just a spear/polearm animation would be perfect.

#180
0100010

0100010
  • Members
  • 87 messages
I hope to see combat animations, but death animations could be skipped, (or at least done last.) A dead rider is a dismounted rider and reverting the appearance can be controlled by scripting at that point, it should be able to be anyway, speaking without having tested.

#181
Dann-J

Dann-J
  • Members
  • 3 161 messages
I've just had an awesome mount idea - sharks! I tinkered a bit with a model VFX using the RWS sharks and their idle animation, but was disappointed when they were too far below the rider. But I've just realised - I should be able to modify the 'Position' coordinates in the VFX properties to bring the shark upwards (and slightly forward to prevent any potentially painful dorsal fin insertions).

EDIT:
Posted Image

Posted Image

Modifié par DannJ, 23 avril 2012 - 10:15 .


#182
Happycrow

Happycrow
  • Members
  • 612 messages
Epic.  I'd ask you how it's done, but I'm afraid you'd tell me.  :pinched:  :)
(unless you guys are actually up to a stage where the steps can be described to non-experts?)

Either way, very, very cool.

Modifié par Happycrow, 23 avril 2012 - 11:31 .


#183
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages

DannJ wrote...

I've just had an awesome mount idea - sharks! I tinkered a bit with a model VFX using the RWS sharks and their idle animation, but was disappointed when they were too far below the rider. But I've just realised - I should be able to modify the 'Position' coordinates in the VFX properties to bring the shark upwards (and slightly forward to prevent any potentially painful dorsal fin insertions).

EDIT:
Posted Image

Posted Image


Oh wow, that is COOL!

#184
Dann-J

Dann-J
  • Members
  • 3 161 messages
It's just a model VFX applied to the rider. I got lucky with sharks, since their idle animation works fine as a movement animation as well. Plus the model is large enough by default (you can't scale a model VFX).

The only other creature you could do this with and get away with it would be a beholder. Somehow I don't see them accepting a rider though... unless they decided you'd look good as a hat.

#185
Happycrow

Happycrow
  • Members
  • 612 messages
Well, THAT's going to keep me up tonight....

#186
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
need to do brooms lol.

#187
0100010

0100010
  • Members
  • 87 messages
A flying carpet too.. rolled up and straddled, erfworld style.

#188
Axe_Edge

Axe_Edge
  • Members
  • 278 messages
Halflings riding piggyback on other halflings would be great fun. The rider swinging a sword or dagger.

Modifié par Axe_Edge, 24 avril 2012 - 01:20 .


#189
c i p h e r

c i p h e r
  • Members
  • 261 messages
A halfling on the shoulders of a giant. Master Blaster!

#190
Dann-J

Dann-J
  • Members
  • 3 161 messages
Posted Image

Posted Image

#191
Alban_C

Alban_C
  • Members
  • 1 messages
For those who want to test, I'm making a PC / DM script system available on http://www.neverwint...ds.com/mods/148

#192
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 286 messages
You should make the deer ridable for halflings and gnomes as well!
Posted Image

#193
Dann-J

Dann-J
  • Members
  • 3 161 messages
No self-respecting halfling would been seen dead riding a deer!

Posted Image

#194
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 286 messages
:lol:

#195
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
Posted Image

#196
psiiijay

psiiijay
  • Members
  • 258 messages
Really amazing work! But can someone tell me please how can you (if you can) use the horses as a VFX and not a cloak so you could still wear a cape while riding??

Modifié par psiiijay, 11 mars 2013 - 05:34 .


#197
Dann-J

Dann-J
  • Members
  • 3 161 messages

psiiijay wrote...

Really amazing work! But can someone tell me please how can you (if you can) use the horses as a VFX and not a cloak so you could still wear a cape while riding??


You could apply it as a VFX (I've already created one), but they would only be able to use one animation. My VFX versions only use the idle animation. I spawn them in an unwalkable part of an area (just beyond the area transition) if you've just ridden across the overland map.

You might be able to create a VFX cloak. It would also only use one animation. You'd also have to have various versions for each playable race.

#198
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
fix the set tail function ( that is the only way without drawbacks, so it works like NWN1, and which you probably can do on a PW using NWNx given enough expertise. )

What you are asking has already been heavily discussed when horses were being developed, what you see is the best we could do with how NWN2 works, kind of a situation where you can't have your cake and eat it too. If we could have gotten 1.24 patch this likely would have been fixed so a tail could have been used via scripting similar to how horses are done in NWN1.

#199
psiiijay

psiiijay
  • Members
  • 258 messages
Ok... so no cloak for pc's... thanks guys... wait- how did the other guy that made his own versio did it? he does have cloaks on doesnt he? (but not as nice horses and no saddles...)
http://nwvault.ign.c...e.php?id=155886

#200
kamal_

kamal_
  • Members
  • 5 240 messages

psiiijay wrote...

Ok... so no cloak for pc's... thanks guys... wait- how did the other guy that made his own versio did it? he does have cloaks on doesnt he? (but not as nice horses and no saddles...)
http://nwvault.ign.c...e.php?id=155886

This was answered in the other thread. The rideable horse from that link is a model vfx and polymorphing the pc into shape. Model vfx are limited to a single animation (if even that works, as some dont), so the rideable horse from that is either permanently running, or permanently idle.

RWS horses are properly animated, barring combat animations (you can have combat on them, they just don't animate).

I know you're not liking the answer about cloaks, but that's the answer unless you decide to take up modelling and do a bunch of scripting.