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How to make a Model VFX of a creature model which rotates.


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6 réponses à ce sujet

#1
M. Rieder

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I would like to make a model type VFX and use one of the rotating placeable skeletons to make the model rotate.  Is this possible or do I have to use the skeleton that corresponds to the model file?

#2
painofdungeoneternal

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You generally have to use a skeleton that works with, or was made for the model.

I'd suggest finding the visual effects for the bigby hand spells ( in the data folder under zips ). Then you basically have to supply the mdb file and gr2 filenames. Mismatched skeletons generally cause the visuals to go extremely wonky, and/or crash the game. But this is not an area that is well tested either, so trial and error is always a good idea. Just be sure to do a lot of testing as i've found it is very easy to cause major problems when experimenting with this where the game just suddenly crashes.

( Can't remember what everything was called in vfx editor, but generally finding a similar effect and duplicating it are the most efficient ways of accomplishing things in that vfx editor. )

#3
Dann-J

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It seems that skeleton information is embedded in the MDB itself. There are columns in Appearance.2DA that allow you to enter skeleton information, but they don't seem to actually do anything.

I wanted to use both ArPharazon's NWN1 snake conversion and the SoZ snake placeables, but unfortunately they both use skeletons with the same name. This meant that having ArPharazon's model in either override or a HAK caused the SoZ placeables to use that same model and animations, rather than their original model.

I renamed the ArPharazon skeleton and entered the new name into Appearance.2DA, but then the ArPharazon model started trying to use the SoZ snake skeleton and animations (which resulted in Dali-esque weirdness). That was when I discovered the skeleton information was embedded in the MDB header. Unfortunately the MDB cloner doesn't allow you to change that, and trying to hack the MDB with a hex editor didn't work either.

#4
-Semper-

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DannJ wrote...

That was when I discovered the skeleton information was embedded in the MDB header. Unfortunately the MDB cloner doesn't allow you to change that, and trying to hack the MDB with a hex editor didn't work either.


just download gmax, import the model, rewrite the skeleton link and export it. job done^^
dunno if there's another way around.

#5
painofdungeoneternal

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You can hex edit the information in the mdb file. Just don't change or move anything and type over the previous skeleton name. ( it follows a patter which you can see if you look at a few of them )

#6
Dann-J

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Perhaps the problem was that the new skeleton name had less characters in it than the old one? After hex editing the MDB it stopped appearing in the game completely. I pretty much gave up on it then, and simply didn't use the SoZ snake placeables at all (not that they're all that great to begin with).

I used to have Gmax with the MDB import/export plugin, but I never got around to learning how to use it properly. I remember how much time I wasted creating new models for Heretic II years ago. The last thing I need is to learn how to model for NWN2.

#7
-Semper-

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DannJ wrote...

The last thing I need is to learn how to model for NWN2.


finding the right button, clicking it and typing in the new skeleton name has absolutely nothing to do with modeling. hex editing the crap outa it is probably way more difficult :innocent: