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#1
Dundalis

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Is there anyway to set the default naked clothing for a race to a set of armor?

If so can someone explain how in the toolset to a newb?

#2
Morbane

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I think you will have to go to nwn2wiki and look up a 2da - class** something - in one of those it controls what a char gets for what class in the beginning.

Maybe someone else knows more off the top of their heads. :\\

#3
Shaun the Crazy One

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What Morbane is talking about is the default armor for each class. What a creature wears under the armor, is determined by the object file for that creature. For NPC the tool set has a nice editor for changing default appearance. However, despite countless attempts, I have yet to figure out a way to do this for the player character. Either way this may be a topic better suited for the custom content section.

#4
-Semper-

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the default naked model type is hardcoded and contains a _NK_ within the name.
"P_HHM_NK_Body01" for example is the default naked body of a human male. to change this to an armor you have to clone the appropriate armor model with the mdb cloner and rename it like the example.

Modifié par -Semper-, 04 octobre 2011 - 06:19 .


#5
Dann-J

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By 'naked' do you mean the plain white shirt that all playable characters have by default? Or do you mean the default look for NPCs?

You can change the default clothing for an NPC in the toolset easily enough, via the armour tab in the creature's properties (the very last tab on the right). If you check the 'do not show armor' box in the first properties tab, then they will always show their default appearance no matter what they are wearing (I think that's the case with Ammon Jerro in the game).

Getting rid of that boring white shirt that PCs are stuck with might be trickier.

Modifié par DannJ, 04 octobre 2011 - 09:28 .


#6
Shaun the Crazy One

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-Semper- wrote...

the default naked model type is hardcoded and contains a _NK_ within the name.
"P_HHM_NK_Body01" for example is the default naked body of a human male. to change this to an armor you have to clone the appropriate armor model with the mdb cloner and rename it like the example.


Ok, so I tried this out and it looks like you can change the default naked model by creating an override as Semper described but you can't allow the player to change their naked model as I was atempting or make it dependent on race like Dundalis was trying to do.  If I have some down time, I'm going to look into creating a dynamic modle for the default skin, if indeed it is possible to do so.  Thanks for the help though Semper.

#7
-Semper-

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Shaun the Crazy One wrote...

but you can't allow the player to change their naked model as I was atempting or make it dependent on race like Dundalis was trying to do.


dunno what exactly you're trying to do but the player uses the generic race models too. so if your pc is a human female and you override the P_HHF_NK_Body01 the default naked female body will change it's appearance. if the pc is a dwarfen male you have to override the P_DDM_NK_Body01. if it's an aasimar male you'll go with P_AAM_NK_Body01 and so on.

Be aware that the body01 models are just the body without hands and feet. you'll have to change the P_XXX_NK_Glove01 and P_XXX_NK_Boot01 too.

if you change those models all creatures will "suffer" from it, regardless if they're pc or npc. they have to be made from parts though. that's the classic race appearance within the toolset like "human" or "elf". "n_human" or "n_elf" are for npcs only.

#8
Shaun the Crazy One

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I must admit I hadn't actually tried it with anything but human male. What I'm trying to do is get the naked skin for a specific PC to refer to a specific appearance that can changed in game (like a person might, you know change their clothes). I was thinking was that I could turn the appearances like P_HHM_NK_Body01 into dynamic pointers that could be changed in game via a script. For what Dundalis is trying to do though it's very doable though.

#9
kamal_

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-Semper- wrote...
if you change those models all creatures will "suffer" from it, regardless if they're pc or npc. they have to be made from parts though. that's the classic race appearance within the toolset like "human" or "elf". "n_human" or "n_elf" are for npcs only.

I'd suggest not using n_human or n_elf. It causes very bad things to happen, like unselectable npc's that only appear as cloak like bodies floating attached to random npc's with valid appearances.

#10
-Semper-

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kamal_ wrote...

I'd suggest not using n_human or n_elf. It causes very bad things to happen, like unselectable npc's that only appear as cloak like bodies floating attached to random npc's with valid appearances.


yeah, those are specific models with unique appearances. you should not touch these unless you know what you're doing :D

Shaun the crazy one...

that I could turn the appearances like P_HHM_NK_Body01 into dynamic pointers that could be changed in game via a script


dunno that much about scripting but there was a doppelganger in westgate with exactly the same appearance like the pc. the mirrored one down in the sewers - i've forgotten the exact name. anyways i am interested in how this was done too :D is there some script to exchange parts of a model or to create a creature on the fly with specific model parts?

Modifié par -Semper-, 07 octobre 2011 - 05:47 .


#11
Dundalis

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Shaun the Crazy One wrote...

I must admit I hadn't actually tried it with anything but human male. What I'm trying to do is get the naked skin for a specific PC to refer to a specific appearance that can changed in game (like a person might, you know change their clothes). I was thinking was that I could turn the appearances like P_HHM_NK_Body01 into dynamic pointers that could be changed in game via a script. For what Dundalis is trying to do though it's very doable though.

This would be great if you can figure out how to do that.

Question showing my newbness to the toolset, how do you save edits to individual items in the blueprint area? Prob easy to do, but can't for the life of me work it out. These are uti files sitting in the override that I just want to edit and save.