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Spider Statue Request


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19 réponses à ce sujet

#1
Alupinu

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I’m trying to build this Shallows/drow area for Fanglewood and it’s driving me crazy that I don’t have a single statue of a spider.

 My request is can one of you custom content wizards possible make me a simple statue of a spider? Maybe take the model of the creature giant spider and turn it into a placeable? Or is that like trying to turn apples into oranges?

Anyway if there is someone that can fill in this request I would greatly appreciate it and I swear you be my new hero!



 

Thank you.

Modifié par Alupinu, 04 mars 2012 - 05:54 .


#2
Guest_Chaos Wielder_*

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There are ways you can make a special effect statue. To make a horse statue, for instance...


1) Open VFX editor. Select new SEF.
2) Add event --> model
3) Set definition file to "c_horsebrown_cl_body01"
4) Set skeleton to "c_horse_skel"
5) Set SEFToPlay to "sp_stoneskin"

Try that with a spider. :)

#3
Hellfire_RWS

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How soon do you need it?

#4
Alupinu

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Hey CW, Sounds simple enough, I’ll give that a try. Thanks.

 

Hey Hellfire, I was secretly hoping you would come along.:D  Ihave no idea how much work this involves, so would I be pushing my luck if I said in the next week or two?

Modifié par Alupinu, 04 mars 2012 - 09:32 .


#5
Hellfire_RWS

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well I didn't reinsttall NWN2 I jsut copied the folder, NWN2 runs but to get good model import for tazpn plugin, I need to either reinstall NWN2 or get the red install data.

either way it would be 3 weeks before I could make you a custom statue

I have a real neat idea for one, but I have to be able to import skels again into Max

Modifié par Hellfire_RWS, 04 mars 2012 - 10:14 .


#6
Kaldor Silverwand

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Alupinu,

You may want to use the modified Stone Statue SEF by M. Rieder, which removes the dust effect (an idea first posted by Shaughn78 back in the day).

Regards

#7
Alupinu

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@Hellfire, Ok, no biggy, do what you need to do I can work around it for the next month or so. The statue is cosmetic so I can put it in when ever. BTW, I’m a real fan of neat ideas so now you have me curious.

@Kaldor Silverwand, actually that’s what I’m playing with now. It would work fine if only I could figure out a way to get rid of that ‘selectable status’ every time the mouse goes over it. I’ve played and played with it and I give up. But thank you for your suggestion.

Modifié par Alupinu, 05 mars 2012 - 05:21 .


#8
Shaughn78

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If your happy with the current spider models the VFX route may be the easiest and this will remove the selectable mouse over.

With the creature route and the modified SEF (which is a must) you can also try playing with the animation and freeze animation effect functions. From using these, it is best to apply these once the creature and player have already been loaded into an area, I have used a trigger on enter just after the player start location. The on spawn script generally will not apply the animation. The only downfall to this method is the mouse over, but unlike the VFX you can give the statue a name and description.

#9
Dann-J

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If the spider models in the game are all one-piece (ie. no separate heads, or other body parts), then you should be able to reference their MDB in a new line in placeables.2DA and create a placeable that way. I've done that before with the one-piece weapon models (staves, spears, etc).

You'll have to make do with the default model pose though - with humanoids that's standing upright with the arms held out sideways, but hopefully for spiders the default pose is something less unnatural (unless unnatural is the look you're after...)

EDIT:
It seems there's a fundamantal difference between creature models and placeable models that stops it being that easy. According to my SnipMDB snooping, placeable models have a header of RIGD, while creature models have several SKIN headers and a COLS (whatever that is). I must have got lucky with the weapon placeables - although I seem to remember using SnipMDB to get rid of the hook points from them.

Anyhoo - here's one I prepared earlier (I've always wanted to say that). Paste the code below into a text file, save it in the override folder, and rename it with a .SEF extension. Then you can create a effect placeable blueprint in the toolset.

<?xml version="1.0"?>
<EventList>
  <Name>
  </Name>
  <MaxDuration>0</MaxDuration>
  <SpecialTargetPosition>0</SpecialTargetPosition>
  <FogMultiplier>1</FogMultiplier>
  <Event0>
    <Type>7</Type>
    <Name>
    </Name>
    <DefinitionFile>c_spidkristal_cl_body01.mdb</DefinitionFile>
    <DelayTime>0</DelayTime>
    <MaxDuration>0</MaxDuration>
    <Position>
      <x>0</x>
      <y>0</y>
      <z>0</z>
    </Position>
    <UseOrientedPosition>0</UseOrientedPosition>
    <SourceAttachment>0</SourceAttachment>
    <TargetAttachment>0</TargetAttachment>
    <SourceAttachmentObject>0</SourceAttachmentObject>
    <TargetAttachmentObject>1</TargetAttachmentObject>
    <Skeleton>c_spid_skel</Skeleton>
    <SEFToPlayOnModel>sp_stoneskin</SEFToPlayOnModel>
    <AnimationToPlay>0</AnimationToPlay>
    <TintColor1>
      <r>255</r>
      <g>255</g>
      <b>255</b>
      <a>255</a>
    </TintColor1>
    <TintColor2>
      <r>255</r>
      <g>255</g>
      <b>255</b>
      <a>255</a>
    </TintColor2>
    <TintColor3>
      <r>255</r>
      <g>255</g>
      <b>255</b>
      <a>255</a>
    </TintColor3>
    <Looping>0</Looping>
  </Event0>
</EventList>

Modifié par DannJ, 05 mars 2012 - 11:36 .


#10
Alupinu

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VFX method will most likely be my fall back option if all else fails.

@Shaughn78,

The problem with scripting a creature into a statue, like I stated above, is the mouse over effect. Not only can this give the mod an unprofessional look but also might fool the player into thinking that the placeable is more or does more than just a cosmetic.

The description idea for the mouse over would work if I was only going to use one statue. But I’m not, my Loth chapel alone could have as many as 10-15 statues and that’s just one room.

 

@DannJ,

You know I was thinking that sounded a little too easy. Wouldn’t that be cool if you could make placeables just by transferring MDB’s to the placeable 2DA files?

I will take a look at the code you prepared and see what I can do with it. If I can’t get the spider to work I would like to try the weapon idea you mentioned. I was wondering where you able to make those weapons lay horizontally like laying on the ground?

 

 

One more thing I need to point out. Why I’m leaning toward a custom placeable is the X,Y,Z factor. My drow area (underground castle be used as a slave stockade) will have many spider statues some small enough to fit on a shelf and some big enough to adorn the roof of a building. Also a tint and VFX option would be nice too.

 

Thanks everybody for your replies.  :)

Modifié par Alupinu, 05 mars 2012 - 08:29 .


#11
slowdive.fan

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That is what i did for IWD. I made placeables from the creature models in 3ds max. It allowed me to scale and tint the models and shape their stances:

Image IPB

if HF can't get to it (he can do a much better job than me) i may be able to do it..just give me a couple weeks after finishing IWD.

#12
Dann-J

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Alupinu wrote...

I was wondering where you able to make those weapons lay horizontally like laying on the ground?


There is a thread here that covers the procedure for converting weapons to placeables (both combining separate weapon parts and rotating the end result).

#13
kamal_

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DannJ wrote...

Alupinu wrote...

I was wondering where you able to make those weapons lay horizontally like laying on the ground?


There is a thread here that covers the procedure for converting weapons to placeables (both combining separate weapon parts and rotating the end result).

Why recreate work? nwvault.ign.com/View.php

#14
Dann-J

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If only the vault had a functioning search engine. Image IPB

I usually resort to using Google by specifying site:nwvault.ign.com before any key words (and hope that the vault contributor used the same key words as I would have).

Modifié par DannJ, 06 mars 2012 - 12:57 .


#15
Morbane

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DannJ's link is a viable resource for handling custom items to convert to placeables, which is exemplified by Mokah's intended use with an Elvin sword she found. I wonder if SnipMDB would work on the parts of the spider? or another creature model for statue creation? (with multiple parts)

#16
Dann-J

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I tried fooling around with SnipMDB, and I couldn't figure out how to turn a SKIN header into a RIGD. All that tool really lets you do is snip out or replace parts of multi-section models (like heads with facial hair, for instance), or combine parts from several models together (like putting facial hair on a dwarven woman!).

It seems that models with and without skeletons have different header types in them. I'm assuming RIGD refers to a 'rigid' non-animated model, which placeables.2da seems to prefer.

It's a pity it didn't work for the spider models though, as their default poses all look like an idle pose (rather than the default armpit-airing pose of humanoid models).

Modifié par DannJ, 06 mars 2012 - 03:40 .


#17
Shaughn78

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Alupinu wrote...

One more thing I need to point out. Why I’m leaning toward a custom placeable is the X,Y,Z factor. My drow area (underground castle be used as a slave stockade) will have many spider statues some small enough to fit on a shelf and some big enough to adorn the roof of a building. Also a tint and VFX option would be nice too.



IF you are looking to scale the VFX is out. You get the default size of the model. I wanted to have some grey dwarves VFX for background in non-walkable areas and it didn't work because they where the same height as humans.

#18
Alupinu

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@Slowdive, thanks for the offer, I’ll be keeping that in mind.

 
@kamal_ Totally, why work harder than you have too? LOL

@DannJ, don't know if that last comment was meant for me but now your way over my head. LOL

 

Shaughn78 wrote...

Alupinu wrote...

One more thing I need to point out. Why I’m leaning toward a custom placeable is the X,Y,Z factor. My drow area (underground castle be used as a slave stockade) will have many spider statues some small enough to fit on a shelf and some big enough to adorn the roof of a building. Also a tint and VFX option would be nice too.



IF you are looking to scale the VFX is out. You get the default size of the model. I wanted to have some grey dwarves VFX for background in non-walkable areas and it didn't work because they where the same height as humans.


Yea I know, but sometimes you have to just make do with what you have. :blush:

Modifié par Alupinu, 06 mars 2012 - 11:47 .


#19
Dann-J

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Shaughn78 wrote...

IF you are looking to scale the VFX is out. You get the default size of the model. I wanted to have some grey dwarves VFX for background in non-walkable areas and it didn't work because they where the same height as humans.


Yeah - that's the downside of VFX models. That, and the lack of tinting. [Edit: I've since found you CAN tint model VFXs within the SEF editor. You have to have separate SEFs for each tint set though]

As for large grey dwarves - don't they have Enlarge Person as a racial spell? Perhaps they were all practicing it. Image IPB

Modifié par DannJ, 27 mars 2012 - 03:24 .


#20
DM Wired

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Here: http://www.dasaria.n.../PLC_SPIDER.MDB

Put that in your placeables.2da, should be kosher, uses OC textures, works fine in the model viewer, or MDBClone your own.