helmet as hair
#1
Posté 25 mai 2012 - 07:03
So i decided to make hair as helmet. Now i need export some helmet model, work with it and move to override. I find here ResRef of helmet here, but how to find it mdl? is it's name same as ResRef?
#2
Posté 25 mai 2012 - 07:11
I haven't tried this, but isn't it possible to make the hair as as separate mesh and link it to the head without it using the plt texture of the head?
You should ask Old Time Radio about this. I'm sure he knows a way to use TGAs as textures for body parts.
#3
Posté 25 mai 2012 - 07:27
Zwerkules wrote...
Helmets replace the whole head. So if you make a helmet that is only some kind of hair, you'll get the headless horseman or the invisible man with a wig.
I haven't tried this, but isn't it possible to make the hair as as separate mesh and link it to the head without it using the plt texture of the head?
You should ask Old Time Radio about this. I'm sure he knows a way to use TGAs as textures for body parts.
Never heard of that. I read all Old Radio blogs but dont find anything in them, will try to PM him
#4
Posté 25 mai 2012 - 07:29
#5
Posté 25 mai 2012 - 07:57
henesua wrote...
Head aligned VFX. But the hairstyle would have to be substantial enough to cover any hair that the PC head would already have.
Damn my english.. Didnt understand at all what u said
#6
Posté 25 mai 2012 - 08:36
#7
Posté 25 mai 2012 - 08:43
#8
Posté 25 mai 2012 - 08:57
The problem with custom VFX hair is that standard heads already have hair, so unless you use a bald head, you must make hair large enough to cover existing hair on a head.
Notice how large the helmets are, for exactly that reason...
Modifié par Carcerian, 25 mai 2012 - 09:03 .
#9
Posté 25 mai 2012 - 09:03
#10
Posté 25 mai 2012 - 09:04
It is a lot of work, as you will need a seperate VFX for each race and gender.
Thats a total of 12 VFX Mdls scaled and positioned for each hairstyle.
Also, VFX must be scripted, on module enter, rest and death.
But if your end result is better than what is normally possible for hair it could be worth the effort..
Often the toughest part of a new project is getting the first example working, once you do making more of the same thing can be a lot easier one you have established your "workflow"
Modifié par Carcerian, 25 mai 2012 - 09:12 .
#11
Posté 25 mai 2012 - 09:12
I making face, exporting it in game, than make helmet-hair - wearing it in-game, and playing
Or even more simple story - making 1-pixel head, and making helmet which looking like full head, no?
Modifié par GianniAgn, 25 mai 2012 - 09:13 .
#12
Posté 25 mai 2012 - 09:15
#13
Posté 25 mai 2012 - 09:18
The Best Texture to use is a DDS, as it has different samples of an image, based on how close you are to the object.
TGAs still will work just fine in most cases, esp for development, but for a final package DDS are nice...
Modifié par Carcerian, 25 mai 2012 - 09:25 .
#14
Posté 25 mai 2012 - 09:29
1. Helmets replace the entire head model when added, they cannot just 'add' to it. So the only option is a head-attached vfx, as helmet hair would result in you having hair but no face.
2. Objects in NWN can only use alpha for shinyness or transparency, not both. As helmets use PLT (not TGA, note, though there are a couple of tricks to get past this), and furthermore because they use shinyness to allow metal helmets, you could not make a helmet with alpha.
However you could use OTR's trick with emitters to add alpha'd hair onto the head model itself. But you'll have to look up OldTimeRadio's thread for that.
Modifié par _six, 25 mai 2012 - 09:30 .
#15
Posté 25 mai 2012 - 09:44
Yeah all i need to find that OTR thread..
#16
Posté 25 mai 2012 - 09:58
#17
Posté 25 mai 2012 - 10:03
#18
Posté 25 mai 2012 - 10:04
Carcerian wrote...
I think I have seen people use texture sizes above 512, but it is not recommended, as they can cause undue lag, and some video cards cant display them...
The Best Texture to use is a DDS, as it has different samples of an image, based on how close you are to the object.
TGAs still will work just fine in most cases, esp for development, but for a final package DDS are nice...
If a video card can't display over (512 x 512) textures... the system it is in must be so ancient that it can't possibly be
able to run NWN.
Most Video cards when NWN was released can display a max texture size of (2048 x 2048) with/without lag, depends
on the card. Most can quite comfortably display (1024x1024) textures.
However, today, there shouldn't be an issue using (1024 x 1024) textures as a standard for all textures, DDS, TGA, PLT, etc...
If there are people with machines that are so ancient still today... well I'm not sure what to say about that wihout sounding arrogant and/or insulting while I would still be right and blunt on the issue.
#19
Posté 25 mai 2012 - 10:08
#20
Posté 25 mai 2012 - 10:41
Edit: oops, link in my original post broke. Soz
Modifié par _six, 26 mai 2012 - 12:16 .
#21
Posté 25 mai 2012 - 11:10
#22
Posté 25 mai 2012 - 11:18
#23
Posté 25 mai 2012 - 11:23
1st link in the list.
Edit: Yup, looks like you found it.
Modifié par The Amethyst Dragon, 25 mai 2012 - 11:26 .
#24
Posté 25 mai 2012 - 11:28
This is the workflow I use:
1. In G/Max with my bodypart loaded, I introduce whatever new geometry I want.
2. I apply the texture I'm going to want displayed in-game to that new geometry and make sure the UVW mapping on the mesh is to my liking.
3. I then apply a "sacrificial" texture to the same mesh, overwriting the texture I want to be displayed in-game. I use a very small (32 x 32) TGA texture which only takes up about 5k. The sacrificial texture is so-called because it is never displayed, only used to trigger the TXI-lookup functionality. Then I export the model.
4. I make a TXI with the same name as the sacrificial texture and use the bumpreplacementtexture command followed by the name of the texture I want to display in-gam
Can anyone explain point (4) more widely..
Modifié par GianniAgn, 25 mai 2012 - 11:29 .
#25
Posté 25 mai 2012 - 11:34
Modifié par GianniAgn, 25 mai 2012 - 11:56 .





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