For the record, I think that changing the default models+animations is a good idea.
Modifié par Sylrae, 24 janvier 2012 - 03:17 .
Modifié par Sylrae, 24 janvier 2012 - 03:17 .


IMPORTANT NOTE:
There is an issue with the NWN1 animation system that can cause animations to disappear or be played back incorrectly for certain nodes. This can make the cloaks either freeze like a stiff board or use the wrong animations. This issue is engine-level and cannot be fixed without Bioware intervention. However, there IS a workaround. You MUST make sure that your "cloak_g" node is defined BEFORE the "wing" and "impact" nodes. In fact, all animated nodes should be the first 4 children of the "torso_g" node. These will be "neck_g", "lbicep_g", "rbicep_g" and "cloak_g". You can use the "Order Children" tool in NWMax to adjust the order the child nodes are defined. NWMax will use this to determine exactly how the .mdl file will be written upon export.
Like the skinmesh being before the bones and animations on tiles being linked to an animation dummy and...OldTimeRadio wrote...
Oh, now that's interesting....IMPORTANT NOTE:
...
You MUST make sure that your "cloak_g" node is defined BEFORE the "wing" and "impact" nodes. In fact, all animated nodes should be the first 4 children of the "torso_g" node. These will be "neck_g", "lbicep_g", "rbicep_g" and "cloak_g". You can use the "Order Children" tool in NWMax to adjust the order the child nodes are defined. NWMax will use this to determine exactly how the .mdl file will be written upon export.
I wonder if our problems with tails animating correctly (and I've been following this discussion *closely*) can be... massaged a little by moving things around?Rob Bartel on Tileset Construction...
Emitters and Tiles
Also, I have added an emitter to tile TTE01_A04_01. This emitter box is linked directly to the AuraBase, and is therefore counted as a static object. This does not mean that the emitter will not work; it only means that any animation keys will not play. In order to make the emitter part of the dynamic geometry, link it to the animation
node (as above) and then keys will be recognized according to the animations played
Modifié par Rolo Kipp, 26 février 2012 - 07:18 .
Modifié par OldTimeRadio, 06 mars 2012 - 05:05 .
Modifié par Rolo Kipp, 12 juillet 2012 - 06:02 .
OldTimeRadio wrote...
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I'm pursuing this whole thing from the standpoint of using full robes (from the neck down) and then turning the body parts themselves into the accessories I want by setting the robes 2da so that it doesn't hide them. Plus the obligatory head/wing hair thing, and Ippensheir-style VFX, blah blah blah. There's an ACBONUS value attached to body parts, though, so, I mean, yeah, that could get a little weird. I'm always down for a little weird, tho.
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I'm not sure I have. Going for the PLT version of a skin was always the last possible thing I'd do and I tend to use this trick when testing so...no? I thought all that was settled business from 1.67:Failed.Bard wrote...
Have you managed to have it take a model specific plt? That was the single largest problem I'd had with the method, I had to use the pmh0 plt even with setting them as a new race letter.
See also: Omnibus: custom AND race AND skin AND 1.67, and/or hereChange to allow plt texture support on custom created part-based creature races. Part-based creatures (past row 481 in the appearance.2da) will now use a plt texture name based on the "RACE" letter specified in the appearance.2da (rather than always using the pfh0_ prefix). If your custom part-based creature is past row 481 in the appearance.2da and you haven't specified the race specific PLT texture the game will use the human PLT texture by default.
Modifié par OldTimeRadio, 31 décembre 2012 - 03:03 .


Modifié par OldTimeRadio, 05 février 2013 - 05:38 .
Modifié par henesua, 05 février 2013 - 05:58 .


They're not mutually exclusive, but with the materials I have chosen they sort of are. I have a little more flexibility when it just comes to textures and there could be ways of using better textures to hide the lower quality of default NWN player models. The shaidng thing would still be present, although quite a bit less using the Shuffle I have the screenshot of. But, again, that leads to other issues, LOL.painofdungeoneternal wrote...
Interesting, that is kind of how NWN2 does it, with each being appearance being similar to the robes shown here. I really prefer having the options of both parts and robes in the same game, but it comes down to your desire for better appearance, or giving the players more options.
Modifié par OldTimeRadio, 05 février 2013 - 08:22 .
Modifié par painofdungeoneternal, 05 février 2013 - 08:36 .
Modifié par OldTimeRadio, 05 février 2013 - 08:57 .