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Spreading Hair to other races


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21 réponses à ce sujet

#1
Kesaru

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I'm brand new to modding for this particular game, and I'd like to make the Air Genasi hair available to humans. How would I go about doing that? Anyone know of some good tutorials for that if it would be too difficult to explain the process directly?

I'm also a little concerned that the lightning effect might be part of the hair itself. If it is, I'd like to know how to remove that as well.

Thank you for any help you can give.

Modifié par Kesaru, 24 mai 2011 - 06:24 .


#2
Dann-J

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I believe the animated effects (fire hair, water dripping, etc) are visual effects that are separate to the actual genasi hair models.

#3
Kesaru

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I've found the files (all game files are zipped inside the neverwinter nights 2/data directory), but I'm having a hard time switching them over to the new race. I have the Air Genasi hairstyles as well as one of the Tiefling heads. For each hairstyle/head I have an mdb file, and 3 dds files (t, n, and basic).
I tried simply renaming them to be used by human males (HHM) and placing them in the override folder, but that doesn't seem to be enough.
With the hairstyles, I replaced the first 3 human male styles just to test them out. Initially, the one that replaces the first style and starts out selected is simply invisible, so that the character is bald. But once I move to a non-replaced and working hairstyle then go back again, it stays with the appearance of the last working hairstyle.
With the head, it simply dissappears whenever I select it. Hair and all, the guy just becomes headless with it selected.

Anyone know what step I'm missing? My guess is the MDB file has a direct reference inside it to the proper textures it uses and I have to change that, so the file effectively broke when I merely renamed it. But if that's the case I don't know what program I need to do it.

-Edit- I was right about the cause of the issue, and used MDB Cloner to fix it.
Now I just need to figure out how to make them not replace existing hairs/heads.

Modifié par Kesaru, 25 mai 2011 - 01:33 .


#4
Dann-J

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Is there a 2DA somewhere that determines what hairstyles are available for each race? If so, it may simply be a matter of enabling each style for additional races.

You'd have to have the modified 2DA in the override folder though, as it won't work during character creation if it's in a HAK.

#5
Kesaru

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My research leads me to believe Appearance.2da would be that 2DA, as that's what everyone else seems to use and discuss in regards to compatibility issues, but in actually looking at the file I can't find the actual hairs/heads listed anywhere in it. Only the races themselves. Even the versions included directly in other mods.

Modifié par Kesaru, 25 mai 2011 - 05:23 .


#6
Morbane

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the naming convention for hair and head is predetermined - the part I think you need to change is the last part - the number - just make that number something that isnt being used and the engine does the rest.

#7
Kesaru

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I have a new issue now. I'm trying to alter the tiefling head in GMax to give the ears a human shape, but I can't find any tutorials on how to do this sort of thing. I tried simply getting the MDB plugin and importing it, reshaping the ear then exporting, but it no longer works in game. It's acting the same as when I had not pointed the MDB to the proper textures (which I checked, and it did retain the proper paths).

There's a thread here where someone was having the same issue, but the thread never reached a conclusion on the issue.

Modifié par Kesaru, 25 mai 2011 - 06:30 .


#8
Hellfire_RWS

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1. Extract the head and textures from the NWN2/data folder
2. Import the head into Gmax using the newest Tazpn importer
3. Apply the head textures (you may need to convert them to TGA or some other format for Gmax to use them.)
4. Select the head and copy the skin modifier, from the modifier stack
Posted Image
5. Convert the head to editable mesh (or poly) and edit the ears.
6. With the head selected go back and paste the skin modifier into the modifier stack
7. repeat step 6 for each lod version of the head (L01 and L02)
8. For each of the Lods, go to the Utilities tab and make sure the settings are correct
THe skeleton box should be the skeleton name for the head file
Posted Image
9. Export the head to the override and test.

Modifié par Hellfire_RWS, 25 mai 2011 - 06:25 .


#9
deserk

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On a similar issue. It would be great to see a human-textured version of the genasi heads (like air genasi, water genasi) spread to other races, as they are quite good head models (and head models are so sparse in NWN2). Could also be cool to see some more human-textured version of the genasi heads for the genasis, as in NWN2 they are ridiculously exaggerated with effects and look like half-elementals.

#10
Kesaru

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That would've been a great help, but there seems to be some drastic differences between our versions of GMax (I'm using 1.2 if it matters).
First, when I import the mesh it already has the texture applied to it, and it already has both a skin modifier and "editable mesh" on all 3 LOD versions.
Second, my Utilities tab looks completely different from yours; I don't think they share a single button between them.
Screenshot

Modifié par Kesaru, 25 mai 2011 - 07:06 .


#11
Hellfire_RWS

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I don't use Gmax, I use 3DS max ver 8, R3. You have to add that button on your utilities tab. For tazpn it will be called NWN2 Utilities.

Yes, I know it has the skin modifier and editable mesh already, but switching back and forth can cause problems in the stack. If it works fine for you going back and forth then keep doing it that way,

Modifié par Hellfire_RWS, 25 mai 2011 - 07:09 .


#12
Kesaru

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Then it seems the only step I missed originally was to make sure the settings were correct in Utilities, but I just checked and they're all right.

I'm not sure what you're telling me to do exactly with the skin and edit mesh modifiers, but could not doing that be causing my issue?

#13
Hellfire_RWS

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you have in the stack

Skin
Editable Mesh

When you select edit mesh you should get a warning message with three choices.
Yes, Hold and No

which are you choosing. and after you are done editing, do you un select all sub objects, and then click on Skin in the modifier stack to activate if before exporting?

#14
Kesaru

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No error message appears at all when I select Editable Mesh.
As for my selection, I did take it out of edit mode and then unselected everything before exporting.
One thing of note is that the exported head is a much larger file than it should be. It was originally 170kb, and became 242. I imported and exported it a second time when re-checking all the settings, and it came out at 246 that time.

I tried testing this out further by importing an unaltered head and immediately exporting it again without changing anything, and it came out as 273kb rather than 170, and also does not work.

Meh, it's a minor issue I suppose. I can always come back to it some other time.
For now, does anyone know of a good number range to assign the hairs and head to avoid conflicts?

-Edit- Uaagh... New problem... I tried shifting the hairs and head to take the numbers between 55 and 60, but it's acting once again like the texture paths are not properly set in the MDBs. But they are, and I've rechecked them.
I renamed both the head and it's textures to 55, and cloned the MDB to use those paths. With the hairs I simply renamed them between 55, 56 and 57, and cloned them to point their texture paths to the original textures since they were unchanged.
They properly show up as the very last hairs and head available, but they act like the texture path is off inside the MDBs.

I Tried using the addon that adds the Wild Elf hair to other races as an example of how it needs to be done. All the creator seems to have done is change the names to be used by different races and used a number range of 70-72. They point to the original textures just as mine do. No 2da changes or anything like that.
I've tried assigning many different numbers to my own, including the exact ones used by the Wild Hair addon, which works fine for that, and the only numbers that will allow the hair to work properly are ones that override existing hair.
As far as I can tell that addon does absolutely nothing different from what I'm doing, but that one works and mine doesn't.

Please, please help. This issue is driving me insane; it makes no rational sense, at the very least with the hair.
No tutorial I can find helps at all. What tiny bit of information I've been able to dig up on the subject says this shouldn't be happening with humans, and that it's only an issue with other races related to their skeleton, and that's where the appearance.2da changes come in.
All these dead ends are driving me away from modding for this game at all.

Modifié par Kesaru, 26 mai 2011 - 12:51 .


#15
Kesaru

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Ok, I've found out some new stuff.
The heads don't just turn invisible when not assigned to existing slots. There's a lot of existing slots they can be assigned to where they'll fail as well.
The head I customized was not failing to work because I wasn't exporting it properly, it was failing to work because I had switched it over to one of those bad slots.
I've tried assigning it to 7 different slots, and the only one that worked was HHM_Head02 (it was originally HTM_Head02. Oddly though, it doesn't work as HTM_Head02 either).
I put it in a working slot and now it shows up in-game, but there was some sort of mistake in the exporting. Specifically, the eyelids don't animate (I do't know about the rest, such as the mouth, but the head itself moves), it has no eyes, and there are hard lines/angles running straight up the face, off the eyebrows and along the neck as if it isn't properly smoothed all over. And then there's the issue of the increased file size.

Modifié par Kesaru, 27 mai 2011 - 05:25 .


#16
Kesaru

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So I don't know what the issue is with the hairs/head only working when set to certain slots, but apparently the issue causing my edited head not to work at all is caused by me using GMax, according to this link.
It seems GMax specifically is incapable of properly handling animated objects. So I'll just have to get an MDB plugin for Blender, I guess.
Anyone know where I might get a free copy of 3DS Max? Maybe an older version they've made free? I really hate Blender.

#17
Kesaru

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Okay, so I'm using Blender now with this plugin to import/export the head, but I'm still having an issue.
I follow all the instructions, I get it in-game, and the thing once again has no eyes, and the mesh isn't properly smoothed. The normal map also looks a little off, like the resolution of it is reduced or something.

This would be like a 10 minute job if it didn't keep failing to export properly. I'm just taking P_HTM_Head02 (Tiefling Male) and reshaping the ears to get rid of the points so they look human. Any chance someone would be willing to just do this for me?

Modifié par Kesaru, 06 juin 2011 - 06:41 .


#18
Morbane

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gmax is free

#19
Kesaru

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I figured out some new information on this. The reason the heads and hair would only work when assigned to the same number they started as was that I was renaming the file by hand. It's odd, but you can only change their name through the MDB cloner for them to work properly.
Still can't get the stupid head to export properly after editing it though...

Modifié par Kesaru, 14 juin 2011 - 07:44 .


#20
Dann-J

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Yes - MDB files seem to contain their own names in their header, so renaming them manually results in all sorts of wackiness. If you can't clone, then leave it alone (to paraphrase Johnnie Cochran).

Unfortunately they also seem to store their associated skeleton as well (even though this is defined in appearances.2da), and the MDB cloner doesn't give you the option of changing this. Therefore if you use the snake model that Arpharazon converted fron NWN1, then you can't use any of the snake placeables that came with SoZ, as they use a skeleton of the same name.

#21
phil76

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Unless you overwrite an existing head, you need a skeleton with corresponding name : i.e. with «P_HTM_head05″, you must have «P_HTM_skel05″ (you can check \\Program Files\\Atari\\Neverwinter Nights 2\\Data\\lod-merged.zip\\lod-merged for existing skeletons, as well as your override if you downloaded vault stuff)

You may check my blog's tuto (alas in french, but I can translate)

https://krighaur.wor...nwn-2-tutoriel/

#22
painofdungeoneternal

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DannJ wrote...

Yes - MDB files seem to contain their own names in their header, so renaming them manually results in all sorts of wackiness. If you can't clone, then leave it alone (to paraphrase Johnnie Cochran).

Unfortunately they also seem to store their associated skeleton as well (even though this is defined in appearances.2da), and the MDB cloner doesn't give you the option of changing this. Therefore if you use the snake model that Arpharazon converted fron NWN1, then you can't use any of the snake placeables that came with SoZ, as they use a skeleton of the same name.


You can hex edit things to change this, not everything is understood by cloner, and in those cases just changing the strings in a hex editor will work if you are careful not to change anythings position.