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Big Snake - WIP


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#1
Elysius

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 Wanna see my big snake? Check it out.

Posted Image

There are 1,432 tris in this model. It's currently a placeable so I can see how it looks in the game. This isn't the final appearance of the model, however. When I'm done, it will be a five-headed hydra with about 5,810 tris. I'll probably rig and upload the single-headed model as well.

Modifié par Elysius, 21 avril 2012 - 04:04 .


#2
painofdungeoneternal

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That looks very cool.

Not sure that is possible to make a hydra, as the game only supports skeletons of a given type, talk to hellfire on the subject ( post in rwscreations.com )

Can you make a hydra with NO heads, just a headless body ( use a dragon for that even ), or a single head.

Then make a skeleton and animation for a head which is attached as a vfx model. ( look at the vfx editor, you can put on models of items if the skeletons match ). The idea being each head has it's own movements and it's own skeleton which is more of a visual thing.

Now further, if you can get the skeleton use to be the same base one, but vary it's position in variant files ( just move the head position ), and do this 5-10 times. Then go and apply vfx to the base model via scripting in game, when the player cuts off a head,or based on hit points, make 2 show up - how many heads is done via script and shown via applying the custom vfx you set up.

If you scale your placeable or scale up a dragon ( you can't scale models in vfx at all ).

I'd like to see medusa hair as well :)

#3
Hellfire_RWS

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So long as your model has 54 parts to the skeleton or less. To bypass this you could make some of the heads as capes and tails. this woudl allow you to add remove heads ingame as well as have more skeleton parts to work with

#4
M. Rieder

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Wow - a hydra! That would be fantastic! The model looks great. Good luck and I hopt to see this completed soon so I can put it in The Wizard's Apprentice III. People need to fireball some hydras!

#5
Alupinu

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Yes a hydra would make a great addition, I'll be looking for that. Looks really good!

#6
kamal_

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Hellfire_RWS wrote...

So long as your model has 54 parts to the skeleton or less. To bypass this you could make some of the heads as capes and tails. this woudl allow you to add remove heads ingame as well as have more skeleton parts to work with

Since there's not going to be any arms or legs, I would think you could just treat each head as an appendage. 5 headed hydra is 6 appendages (5+tail)

Modifié par kamal_, 21 avril 2012 - 05:41 .


#7
Alupinu

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Hellfire_RWS wrote...

So long as your model has 54 parts to the skeleton or less. To bypass this you could make some of the heads as capes and tails. this woudl allow you to add remove heads ingame as well as have more skeleton parts to work with


Now that would be just too cool if you could choose how many heads you wanted to use!

Modifié par Alupinu, 21 avril 2012 - 05:59 .


#8
Hellfire_RWS

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Alupinu wrote...

Hellfire_RWS wrote...

So long as your model has 54 parts to the skeleton or less. To bypass this you could make some of the heads as capes and tails. this woudl allow you to add remove heads ingame as well as have more skeleton parts to work with


Now that would be just too cool if you could choose how many heads you wanted to use!


You could. A cape skeleton has 25-30 bones. Now say you can rig the serpent neck on 5 bones. you could have a 1 head cape, a 2 head cape etc all the way up to 5.  So you cut off a head, your swap capes, 1 head becomes 2 etc.

#9
Happycrow

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::applause::

#10
Elysius

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Thanks for the support, guys. To be honest, I was going to make the number of heads fixed to save me the trouble of figuring out how to grow heads, but the Lernean hydra isn't a case of conjoined quintuplets. It grows two heads whenever one gets chopped off. The ideas you've given me sound workable. There has to be a limit to how many heads the hydra can grow, however. For NWN2, I think 5 is a good number. Any more will go beyond the suggested polygon limits for creatures.

#11
-Semper-

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Elysius wrote...

For NWN2, I think 5 is a good number. Any more will go beyond the suggested polygon limits for creatures.


don't worry too much about the tri count of a single creature. i guess your hydra is meant to be more like a boss and will be encountered as a single entity rather than an army, therefore 10-20k won't be too troublesome.

@skeletons and restrictions: the creature's skeleton can have more than 54 bones. the important thing is that a single part of your model can only be rigged to 54 bones max and every vertex weighted to 3 bones max. that means that you can split your model into different parts (head, wings, hair, tail and body) and every part is weighted to 54 bones while your full skeleton of that creature has 270 bones.

your snake looks nice, btw ;)

Modifié par -Semper-, 22 avril 2012 - 01:05 .


#12
Elysius

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 Here's how the snake looks as a hydra. Below is the 5-headed version, which comprises 5576 triangles.

Posted Image 

The seven-headed hydra, composed of 7644 triangles, is shown below.

Posted Image 

I think seven heads is the maximum this creature can take without having its heads splayed out too much. Besides, it's tough welding heads to the body, and I don't want to risk needing more bones than a cape will allow. (The suggestion to implement the heads as a series of wearable capes sounds like the best idea for this creature.) Apart from the neck bones, I'll need bones to fold the fangs when the mouth is closed and to make the tongue flick in and out. I still haven't decided if I want the eyes to move.

Modifié par Elysius, 25 avril 2012 - 02:35 .


#13
Elysius

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If anyone knows how to add cloaks to a non-humanoid model, I'd like to ask how to do it. I managed to get my snake in the toolset as a creature with a wearable cloak. Here's a pic of how it looks in the toolset.

Posted Image 

The cloak is just a box, really, but that's all I need it to be for my experiments.

The file name of the creature is p_ssm_cl_body01.mdb, and its cloak is p_ssm_cl_cloak01.mdb. Their respective skeletons are p_ssm_skel.gr2 and p_ssmcapewing_skel.gr2. I added an entry for this creature in the file animations.2da, setting ModelType to P.

In game, however, the cloak does not appear at all. Here's how it looks.

Posted Image 

Can anyone tell me how to make the cloak appear in game?

#14
Hellfire_RWS

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Quick question.

I assume you haev a Idle and a UnA_Idle animation for the creature. When you exported that animation did you have the skel of the hydra and the cape skeleton selected during export?

#15
Elysius

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I only have the idle animation, not the una_idle animation. Will I need it? I've never had a problem with not having it before.

When I exported the idle animation, I made one for each skeleton. I have p_ssm_idle.gr2 and p_ssmcapewing_idle.gr2. So basically, I only had 1 skeleton hierarchy selected when I exported each animation. Did I do it wrong?

#16
Hellfire_RWS

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Elysius wrote...


I only have the idle animation, not the una_idle animation. Will I need it? I've never had a problem with not having it before.

When I exported the idle animation, I made one for each skeleton. I have p_ssm_idle.gr2 and p_ssmcapewing_idle.gr2. So basically, I only had 1 skeleton hierarchy selected when I exported each animation. Did I do it wrong?


You export the cape and creature combined (not linked) when you export the animations.
They only have to be exported seperate when exporting the skeletons. (_skel)

Obsidian Stated you "should" have idle and UnA_Idle to test. (One shows in the tooset the other ingame).
But if its working for you how you are doing, I wouldn't bother changin it right now.

Modifié par Hellfire_RWS, 27 avril 2012 - 12:26 .


#17
Elysius

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Thanks for the advice, Hellfire. I re-exported the animation, creating an idle and una_idle GR2 file. This time, I made sure to select all bones. I also deleted the idle animation for the cloak that I created earlier as this was a mistake to begin with.

Unfortunately, the problem hasn't been solved. The provisional "cloak" still appears in the toolset but not in the game. Below is an in-game shot of the creature after I had issued the skels command in Debug mode. If you click the picture, you can clearly see where my two skeletons are positioned. Each skeleton has only one bone, which is enough for experimentation purposes. The skeletons are where they should be, but the cloak won't render. Strangely, there is a very long, rectangular shadow that seems to be coming from the middle of the snake.

Posted Image 

How might this problem be solved? It would have been cool to have the hydra gain new heads as it takes damage. My fallback is to give the hydra a fixed number of heads -- not as cool, but it may have to do.

#18
Hellfire_RWS

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I would check your 2da information again.

#19
rjshae

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Actually that looks a lot like the traditional Indian multi-headed Naga motif. Very cool! Now if you could just make it rear up cobra style.

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Modifié par rjshae, 01 mai 2012 - 08:22 .


#20
Elysius

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I wasn't able to model the creature's heads as a set of interchangeable cloaks, so the number of heads will have to be fixed. Also, I've decided to stick to the 5-headed model instead of the 7-headed one because of the 54-bone limit per skeleton. Besides, animating a model with two skeletons is twice as hard. I've found that keeping the skeletons consistently "stuck" to each other was very difficult.

Anyhow, I'm doing the finishing touches on the creature. It won't be long before the hydra appears at the Vault.

Posted Image

Modifié par Elysius, 21 mai 2012 - 06:04 .


#21
Hellfire_RWS

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Amazing! Thats is beautiful. Thank you so much for the addition to NWN2

Modifié par Hellfire_RWS, 21 mai 2012 - 06:10 .


#22
rjshae

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Yes, that looks superb and very intimidating! Not something you'd want to meet in a dark alley one night...

#23
kamal_

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Whoah, would not want to run into that thing! Excellent work.

#24
Happycrow

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Well, THAT's scary as all hell. Needs on-hit: bonus attack so that all five heads are the threat they ought to be, heh.

Looks great, and very inspiring. One day, I shall make something that cool.

#25
Dann-J

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Will it be tintable, to make pyrohydras and cryohydras? If not, then it will be soon after it's available (I'm a non-recovering tint-a-holic).