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Adding a visible hat on a creature?


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17 réponses à ce sujet

#1
Tchos

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Is there any way to add a custom hat to a creature that otherwise would not show it?  I'm trying to see if it's possible to add one to an NPC hag for my module.  As a VFX, perhaps?

#2
painofdungeoneternal

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I did model effects for various things, it can be put into any creature slot but is a bit limited, if the creature has it applied and it logically cannot equip it ( ie a NPC monster with no head ) the game crashes. Just need to play with the vfx editor to find it. ( been a while since i did it myself )

#3
-Semper-

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as most of the npc/monster with a unique appearance like the hag don't share the model parts needed to show equipment, the "difficult" solution would be to create another appearance with the hat added and weighted to the model. it should also be possible through a .sef but i am by far no expert with the vfx editor. shouldn't take too long before one of those will find this thread ;)

if needed i can guide you through the creation of another appearance. some basic knowledge of 3dsmax or gmax is needed though.

#4
Tchos

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Well, I don't have 3DSmax, but I have used Blender for some minor mesh manipulations and retexturing. If that won't work, I can try out Gmax, as I see it's free, but I have no experience with that particular 3D program. I've used the effect editor successfully once so far, so I was leaning toward that, but it wouldn't hurt to learn another way to do things. Creating a new appearance is probably something I should learn.

#5
Dann-J

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By creating a new appearance type in Appearance.2DA, you can give any creature the accessory types of another. I used it to allow human accessories to be used on skeletons:

http://social.biowar...3881/7#11304275

Keep in mind though that the columns in Appearance.2DA that control the scaling of the helms don't do anything in NWN2. It seems you have to scale the helm models themselves to fit.

#6
Tchos

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I had a very "interesting" result when I created a VFX of a hat, and then applied that VFX to a placed instance of a hag.  It appeared on the hag in the toolset, but would disappear at certain angles.  When I tested it in-game, I was surprised to find that the hat appeared on my head, but only when the hag was in view on screen.  It never appeared on the hag's head in-game.  Granted, I'm not sure about any of these settings, but it's very strange.

#7
Dann-J

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When you create a model VFX, you have to make sure that you assign the correct skeleton to it in the effects properties. Otherwise it tries to use the skeleton of the creature it is applied to - or, if it doesn't like that skeleton, it appears on the nearest creature model that has a skeleton it *does* like (such as a player).

You can't scale the models used in model VFX either, so be prepared for the hag's head to protrude through parts of whatever hat you choose.

Modifié par DannJ, 17 avril 2012 - 04:53 .


#8
Tchos

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There were 4 or 5 hag skeletons, and I tried it on several. I don't know which one the Night Hag model uses, but I picked one that put it on her head in the toolset. It's just doing those other strange things. One difficult thing is that I don't know if there's a way to get the VFX editor to show a creature other than a male human to apply the effect to.

I guess you also can't move the models upwards, instead of scaling them?

#9
-Semper-

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did you already create the hat? if yes then upload it somewhere, post the link here and tell me which hag model you want to use. i'll add another appearance type for you and write a simple and quick tutorial ;)

#10
Morbane

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 From the results I have achieved with the vfx editor - vfx's are really 2 dimensional - that give the illusion of being 3d. That my be why your vfx hat doesnt show at certain angles.
But I could be wrong - I'm infamous for that :blink:

#11
Mer1

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Image IPB

Changed the definitionfile to use the candle model, changed Attachment from attach_invalid to attach_forehead so it moves with the head and moved the position slightly backwards and up.

Here is the .sef.

Modifié par Mer1, 17 avril 2012 - 10:36 .


#12
-Semper-

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while browsing through the available witch parts i noticed that there was something wrong with some linked textures. the second cloth model (the torned one) was drawn with a purple skin texture. first i thought it's the same with the later changed warlock armors where the skin was painted in another color to keep the age rating.

browsing through the textures revealed that gulk'aush was supposed to look totally different which was later scrapped for the game, though some older screens display her correctly.

Image IPB

Image IPB

i quickly restored her head and made it available as the 4th option ;)

Image IPB

though the teeth are still missing and the lower lip's kinda distorted but that was something obsidian chose for all of the witch heads :bandit:

Modifié par -Semper-, 17 avril 2012 - 09:02 .


#13
Tchos

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It's too bad about the missing teeth. She has sort of a silly expression with the mouth they went with. I didn't even notice that the mottled purple was supposed to be her skin. It makes sense now that I see it, but I think I assumed it was a shirt!

I'll try out that .sef, Mer1, and take a look at that additional appearance, Semper. I'll also reconsider the choice of hair depending on how the hat sits on her head.

#14
Dann-J

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Tchos wrote...

There were 4 or 5 hag skeletons, and I tried it on several. I don't know which one the Night Hag model uses, but I picked one that put it on her head in the toolset. It's just doing those other strange things. One difficult thing is that I don't know if there's a way to get the VFX editor to show a creature other than a male human to apply the effect to.

I guess you also can't move the models upwards, instead of scaling them?


If you're using a hat/helm model from another creature (like a male human for instance) then you need to give the hat the skeleton of the creature it was designed for, not the hag skeleton.

If you're assigning the hat/helm model VFX to the head node, then you have no control over how it sits on the hag's head. If you were really keen you could use a tool on the NWVault called 'MDB Tool' that allows you to move a cloned model up or down in the Z axis. I've used it to make hair styles for one race usable on another.

#15
kamal_

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Mer1 wrote...

Image IPB

She had a good idea?
Image IPB

#16
Tchos

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Heh, Kamal, it made me think of this, too.  :)
Image IPB

At any rate, I tried the SEF, and it seems to work only for placeables, and when I try to change the model to a hat, it has the problem from before.  But this would seem to imply that if I can strip the skeleton reference out of the hat, I can use it like this.

I looked in the MDB cloner and GFF editors, but didn't find any options for the skeleton in those.  (I assume it's the MDB file that would need to be altered.)  What tool would I need to use to remove a skeleton, or replace it with a suitable one from a placeable, if those have skeletons?

#17
Tchos

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Well, Mer1 has gotten the SEF to attach correctly without removing the skeleton, so this is a solved problem! My thanks again!

#18
Dann-J

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I also had a play around, and managed to give hags (Annis) VFX hats with the following settings:

FirstAttachment: ATTACH_FOREHEAD
Position: 0, -0.075, -2.25
AnimationToPlay: ANIMATION_INVALID_ANIM
DefinitionFile: p_hhf_cl_helm20
SkeletonFile: c_hag_skel01

http://farm8.staticf...72f14cbbf_z.jpg

Now if we could just do something about those disturbing plunging necklines... Image IPB

Modifié par DannJ, 22 avril 2012 - 10:23 .