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Porting free models to NWN2


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24 réponses à ce sujet

#1
rjshae

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Perhaps this is an ignorant question, but how much work would it require to port some of the many free 3D models over for use in NWN2? (I.e. rather than trying to build the model myself.) For example, on www.3dmodelfree.com/ under Animals are a number of decent-looking models that I think could work in the game, including quite a few dinosaurs and some fantasy monsters. Is anybody interested in this idea?

Thanks.

Modifié par rjshae, 16 août 2011 - 07:16 .


#2
rjshae

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No interest? I was thinking that perhaps they might have too high a poly count for this use.

#3
kamal_

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It's really a hf question.

#4
MokahTGS

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 So here's what I know from my years of bugging Hellfire in IRC about new critters...this issue is not getting the model into NWN2...the issue is animations.  If you have a skeleton that already exists in game things are easier, but adding new ones is pretty hard.

To do what you are asking would take someone of Hellfire or ArtEChokes caliber, and Hellfire has retired and I'm not sure what ArtEChoke is doing now.

#5
rjshae

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Okay, that makes sense. Thanks. Perhaps the dragon skeletons could be translated for use with the dinosaurs? They have somewhat similar body forms.

#6
kamal_

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The info is out there for someone to learn (rws forums). It's a matter of someone picking it up.

#7
Banshe

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Couldn't one use the NWN2 dinosaur skeletons for dinosaur skeletons?

#8
-Semper-

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MokahTGS wrote...

but adding new ones is pretty hard.


adding new ones ain't that difficult. in fact the implementation process is quite easy. the downpoint is that it's very time intensive to create the different animations needed and to make them look nice :D

Banshe wrote...

Couldn't one use the NWN2 dinosaur skeletons for dinosaur skeletons?


yes. that's possible.

Modifié par -Semper-, 19 août 2011 - 07:45 .


#9
MokahTGS

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Time consuming=hard/difficult as not many (read maybe one or two people) have the talent/skills in this community to do this. Their time is limited or doesn't exist.

#10
MasterChanger

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Isn't there also the software cost question? I forget which it is, but IIRC you need the full proprietary software (3dsMax 8?) that costs an arm and a leg to do animations. Some might argue that if you don't already have the software you probably don't have the skills, but everyone has to start somewhere. If there weren't the cost barrier someone could try their hand at it and see whether they might have the knack.

#11
The Fred

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kamal_ wrote...
It's a matter of someone picking it up.

The new Hellfire is out there somewhere... he isn't dead, he's just been reincarnated!

#12
-Semper-

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MasterChanger wrote...

If there weren't the cost barrier someone could try their hand at it and see whether they might have the knack.


dunno how completed the blender exporter is but i believe skywing's got all the needed data to create an animation exporter for gr2 with python.

#13
phil76

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Use an existing skeleton : not very hard, need some time and above all need to find the project attractive (I mean I can't work on something I don't like)

Modify an existing skeleton : doable, i am learning ;)

Creat a new skeleton and animations : hmmm, maybe later

#14
c i p h e r

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And as if on cue, hellfire's reincarnation emerges!

#15
phil76

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I don't know how i must understand that ???

#16
phil76

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@rjshae

I checked some of your free models :

1 - they have too much poly : around 100 000 for a simple sofa, so you must simplify the geometry
2 - they are textured with multimaterials, which implies you must redo the uvmap and redo the texture map

all in all, much more work than if you were doing it from scratch

#17
Banshe

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phil76 wrote...

I don't know how i must understand that ???


It is meant as a "potential" compliment. If you can replace Hellfire (everyone's favorite modder) than you will be viewed with awe and admiration by the community. Posted Image

#18
painofdungeoneternal

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I would say you should get to know hellfire, he is on IRC and the more info the two of you can pass between each other the better. You probably already are finding most of your info on the RWS website.

He probably can show you where he is at in recreating animations, and helping your workspace set up so you can actually create new animations, or convert from other sources.

If you do creatures, i'd like to be able to put those into my monster pack. I can set up the appearance 2da's for you as well, and make sure any rows don't conflict. Awful lot is needed in general, and anything added helps considerably, but of course it really matters what you have fun doing as well.

#19
-Semper-

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phil76 wrote...

they are textured with multimaterials, which implies you must redo the uvmap and redo the texture map


multimeshes with different uv sets ain't a problem. you can use them without any negative effects.

#20
phil76

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I know Hellfire's site and learned much from it.

I have not yet tried animations, but I have already posted at the vault some creations (under the name krighaur). I am about to post a major updateof my 'supple hair' : 24 hairstyles for human and elves females.

You can visit my blog if you wish to look what I am actually working at.

@Pain, thanks for the offer,

@Semper, I meant that multi meshes with different UV need a lot of work , but it seems I missed something. If there is a simple method, please explain it to me, it will save me a lot of work, especially when converting DAZ objects to NWN 2

#21
-Semper-

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phil76 wrote...

@Semper, I meant that multi meshes with different UV need a lot of work , but it seems I missed something. If there is a simple method, please explain it to me, it will save me a lot of work, especially when converting DAZ objects to NWN 2


their is no magic behind them. they are just single objects with separated uv maps. the most creatures are already made out of different parts, mostly head and body (wings and tail can be added too). props are single objects exported as one mdb.

#22
phil76

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Indeed, but when you have a body and a head separated, you have two mdb and two sets of textures, no ?

#23
Hellfire_RWS

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Indeed, but when you have a body and a head separated, you have two mdb and two sets of textures, no ?


This is correct

#24
-Semper-

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phil76 wrote...

Indeed, but when you have a body and a head separated, you have two mdb and two sets of textures, no ?


yes. with placeables it's actually the same, but those two separated objects are combined within one single mdb file. would be best if you just import one and look for yourself ;)

Modifié par -Semper-, 20 novembre 2011 - 11:16 .


#25
phil76

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OK, I see what you mean. I never thought about it that way and thus I combined the objects before exporting to mdb ... it may save me some time in the future. Thanks