I fancy making a thayvian circlet, which is either a circlet, or maybe invisible so that the wearer seems bare headed. The helmet looks daft on a Mage. I also want to insert this into a current game of the Official Campaign.
Has anyone done this?
If not, is there any good FAQs, posts or articles which might point me in the right direction.
I have a good understanding of programing, and have opened the editors on several occassions and worked through half the "Fern" Tutorial.
--
Lennon
Mages look silly in helmets
Débuté par
Lennon the Bard
, déc. 01 2012 07:51
#1
Posté 01 décembre 2012 - 07:51
#2
Posté 01 décembre 2012 - 09:17
#3
Posté 01 décembre 2012 - 10:52
I'm down for serious head gear! This could be awesome. For a builder and a player, the optimal solution is to link a helmet to a head aligned VFX BUT I don't know of any artist that has pulled this off. Other solutions have been cloaks, robes, and amulets. Cloaks and robes can become headgear. Amulets would need a head aligned VFX triggered by an onequip script.
#4
Posté 02 décembre 2012 - 05:57
I can not help much with your request. But I can at least give you some information on the problems involved in what you are asking.
It is natural to think that a helmet is worn over the head of the PC, This however is not the case. helmets replace the head of the PC. If a PC where to put on an invisible helmet they would simply have an invisible head. Same problem with the thayvian circlet, If the model for the helmet was just a circlet, there head would disapear and turn into the circlet when it is equipted into the helm slot.
It is natural to think that a helmet is worn over the head of the PC, This however is not the case. helmets replace the head of the PC. If a PC where to put on an invisible helmet they would simply have an invisible head. Same problem with the thayvian circlet, If the model for the helmet was just a circlet, there head would disapear and turn into the circlet when it is equipted into the helm slot.
#5
Posté 02 décembre 2012 - 06:18
The Amethyst Dragon and Lord of Wormz have both implemented these VFX systems in their Persistent Worlds. Be advised, that such requires scripting and module implementation. There is no override, simple solution for it to happen, no plug and play.
#6
Posté 02 décembre 2012 - 07:29
hehe... most helmets looks realy silly on mages most of the time. Wow helmets are very cool and can be an inspiration;)
#7
Posté 05 décembre 2012 - 06:10
Helms suxx0rs in NWN, period. The VFX versions are really nice, but one has no shiny metal 
And as the Heads pallette is limited, one cannot even do a heads w/Helm option...*bleh*
Sooo much work as gone into finding a solution, that quite frankly, I doubt that there is one without having the Aurora Engine changed - perhaps in NWNEE? Just add in a new Node with all the movement, etc, and include shiny metal...hehe.
IMHO, the best compromise currently is Ippenhair's VFX helms solution. It does require scripting, and as AD and LoW have proved, can be implemented, ala lots of work involved to do so!
I personally have my own system for SP - Character Pimping is one of my...vices.
And as the Heads pallette is limited, one cannot even do a heads w/Helm option...*bleh*
Sooo much work as gone into finding a solution, that quite frankly, I doubt that there is one without having the Aurora Engine changed - perhaps in NWNEE? Just add in a new Node with all the movement, etc, and include shiny metal...hehe.
IMHO, the best compromise currently is Ippenhair's VFX helms solution. It does require scripting, and as AD and LoW have proved, can be implemented, ala lots of work involved to do so!
I personally have my own system for SP - Character Pimping is one of my...vices.
#8
Posté 05 décembre 2012 - 11:17
Open-faced helms can be done with helm models, but it would take some work and would require NWNCX on the players' computer.
virusman's engine modification enables the use of open-faced helm models. Such models require a specific dummy node to be added to the models, and they'd need some work, and there are some graphic limitations (involving login/logout and swapping of helms), but the potential is definitely there.
Here's the results of some testing I did months ago. I might revisit this potential use in the future, when I'm not "just recovering from model-making burnout".
Edit: Oh, and of course if the heads remain visible, there will be clipping caused by hair/beards/horns/etc., just like what happen with the VFX-based head effects.
virusman's engine modification enables the use of open-faced helm models. Such models require a specific dummy node to be added to the models, and they'd need some work, and there are some graphic limitations (involving login/logout and swapping of helms), but the potential is definitely there.
Here's the results of some testing I did months ago. I might revisit this potential use in the future, when I'm not "just recovering from model-making burnout".
Edit: Oh, and of course if the heads remain visible, there will be clipping caused by hair/beards/horns/etc., just like what happen with the VFX-based head effects.
Modifié par The Amethyst Dragon, 05 décembre 2012 - 11:21 .
#9
Posté 06 décembre 2012 - 07:13
Coolness!
#10
Posté 06 décembre 2012 - 08:56
Thanks everyone. Obviously somethings to think about.





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