wait, what about just taking the boots slot with some boot models and attaching a cloak model to a few of them. that means that you will put the boots on, and have it show both boots and cape models. or even easier, just adding the boot slot a cloak model. most full armors don't even show the boots, and so does most robes... (unlike the belt slot that has the arrows that really fits a mounted fighter so I wouldn't recommend).
And how do you apply a model as a vfx? I wanna use at least the backpacks as a vfx as they have no animation I think and should work perfectly with the mount...
A not so dead horse topic
Débuté par
Hellfire_RWS
, mai 18 2011 03:11
#201
Posté 12 mars 2013 - 08:22
#202
Posté 12 mars 2013 - 09:49
The cloak slot is the only equippable slot that has a complex skeleton for animating independantly of the rest of the player model. All the other equippable slots move about in space using the standard player animations (boots follow the feet, gloves follow the hands, etc), but don't have independant animations of their own.
You can create a model VFX using the visual effects editor that is part of the toolset (under 'plugins'). You would then apply and remove the model VFX on the player using tag-based OnEquip and OnUnequip scripts. The backpacks would be ideal as model VFX since they don't have animations, as you point out. You'd only have to lock the backpack model to the player's torso via the settings in the SEF file you create in the visual effects editor.
You can create a model VFX using the visual effects editor that is part of the toolset (under 'plugins'). You would then apply and remove the model VFX on the player using tag-based OnEquip and OnUnequip scripts. The backpacks would be ideal as model VFX since they don't have animations, as you point out. You'd only have to lock the backpack model to the player's torso via the settings in the SEF file you create in the visual effects editor.
Modifié par DannJ, 12 mars 2013 - 09:52 .
#203
Posté 17 mars 2013 - 05:23
The Player skeleton, cloak/wing skeleton, and tail skeleton are 3 completely different skeletons.The cloak model can not be attached to boos because they are on different skeletons. The current version of horses is the best approach we could figure out without using NWNX. I wanted Horses to be usable by everyone not just on PWs.
#204
Posté 20 mars 2013 - 06:36
Using NWNX (to add a separate tail function or what? what better function does it offer here?) is only usable with PW?
#205
Posté 21 mars 2013 - 02:10
psiiijay wrote...
Using NWNX (to add a separate tail function or what? what better function does it offer here?) is only usable with PW?
Yes, NWNX is a multiplayer PW database solution that does not work with single player modules.
#206
Posté 21 mars 2013 - 03:19
And what other features does it offer?





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