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New Heads: To beard, or not to beard? How, is the question?


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#1
Happycrow

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My apologies to the Bard.

Can anybody tell me what determines whether a model can have facial hair or not?  Some heads do, some don't, but for the life of me I'm not coming up with a good reason for why.  Is there perhaps a 2da I've overlooked somewhere?

#2
Dann-J

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The beard model is initially a separate model that is then combined with the head, with a specific header that defines it as facial hair. If the game doesn't find that facial hair header in the MDB, then the facial hair option will be greyed out at character creation.
You can add your own beards to heads (or remove them, or swap them for other beards) using a tool called SnipMDB.
http://nwvault.ign.c...ls.Detail&id=80 

I've been meaning to experiment with it to see if I can give beards to dwarven women. What red-blooded dwarven lad would be interested in a bald-faced dwarven lass?

#3
Happycrow

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Ahah, so it IS in the .mdb...
I'll check snipMDB out -- it sounds faster than opening the sucker up in 3dsmax and hunting for the data that way. Thanks!

#4
Happycrow

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Okay, I'm home, kid's in bed, checking this out -- are you saying it's safe to DELETE the header, and that the value (integer) is the model of the facial hair if I wanted head X but fhair Y?

#5
Happycrow

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Hey, DannJ -- after looking at that... it looks like maybe mdbcloner might be a better tool for the job. Or at least a more user-friendly one. I'll see if I can beard your lady tomorrow once I'm home.

#6
casadechrisso

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Happycrow wrote...

 I'll see if I can beard your lady tomorrow once I'm home.


Does that mean we get proper female dwarves now? Exciting! ^_^

#7
Happycrow

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Probably not -- I'd be very, very surprised if the beard worked on the female skeleton -- you'd need somebody to go in and make 'em up. But I think we can get POC down.

#8
Dann-J

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Happycrow wrote...

Okay, I'm home, kid's in bed, checking this out -- are you saying it's safe to DELETE the header, and that the value (integer) is the model of the facial hair if I wanted head X but fhair Y?


To swap beards, you'd need to use SnipMDB to split the existing beard out of a head model, then use it again to add another beard. The head and beard models are still essentially seperate entities (probably using different textures). They're just combined up into some sort of multi-model conglomerate.

#9
Dann-J

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Happycrow wrote...

Probably not -- I'd be very, very surprised if the beard worked on the female skeleton -- you'd need somebody to go in and make 'em up. But I think we can get POC down.


I'm hoping that beard models don't have specific skeletons, and simply animate along with the head they're attached to. Like weapon models, that simply follow what the hand nodes do.

If that's the case (and it's a big "if"), then the only issue would be whether the beards properly fit on heads they weren't designed for.

#10
Happycrow

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Man, thanks to you and a couple of the other guys, I'm finally starting to feel competent at this stuff. Not... GOOD, mind you, but competent. I don't, however, know how you'd adjust it from one skel to another. I guess open them both, and rig....

Yeah, here's hoping for universal/generic. :D

#11
Happycrow

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No luck. I could assign the facial hair, but it wouldn't represent or give me the option in char creation.
POSSIBLY a very "mannish" dwarf (renaming skeleton and mdb) would do it; otherwise I think they hardcoded "beards OFF" for the gals.

::thousands of girly dwarves mourning their beards with bitter stony tears::

#12
Happycrow

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 Nope.  We skrood.  No neately braided girly dwarf beards.

#13
Dann-J

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Clangeddin's beard! Dwarven men don't make passes at bare-faced wee lasses.

They solved the problem in the original Baldur's Gate by using the same sprite graphics for both sexes of dwarf. If only it was that easy these days.

There might be a workaround. It would be possible to create a model effect that could be applied to existing female dwarves to force a beard to appear. You'd have to hardcode the tinting into the SEF though, so the carpet might not always match the curtains. It wouldn't be available at character creation, but you could use it on NPCs or companions in your own modules. Although if there are skeleton conflicts between the beard and the head you're trying to apply the effect to, the results might be unpredictable (blinking in and out, moving independantly to the head, or even suddenly appearing on a PC standing too close).

Modifié par DannJ, 20 décembre 2012 - 04:45 .


#14
Happycrow

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Well, actually, I tried that as a dirty hack by clonign the male skeleton with female coding.

You're right there, DannJ, but that exceeds my skillset. I'd have to tag along with somebody who did it and try to keep up.

#15
Dann-J

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I gave SnipMDB a try, and I had bearded dwarven women within a couple of minutes. They work during character creation too. I've only done shield dwarves for now, but I can upload the heads to the Nexus if anyone's interested.

Thankfully the example given in the SnipMDB readme text file was of replacing a beard (on a dwarven head, no less!). Here's an example of one of the configuration files I used in conjunction with the 'combine' command. I then had to use the MDB Cloner to rename the output.

--

[Target]
Output=P_DDF_Head01-out.MDB

[Sources]
1 = P_DDF_Head01.MDB
2 = P_DDM_Head01.MDB

[Map]
SKIN P_DDF_Head01 = 1
SKIN P_DDF_Eye01 = 1
SKIN P_DDF_Eye01_L01 = 1
SKIN P_DDM_Head01_fhair01 = 2
SKIN P_DDM_Head01_fhair01_L01 = 2
SKIN P_DDM_Head01_fhair01_L02 = 2
SKIN P_DDF_Head01_L01 = 1
SKIN P_DDF_Head01_L02 = 1
COLS = 1

#16
Happycrow

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That's way interesting. I figured mdbcloner and snipmdb were doing the same thing, but apparently that's not so.

#17
Happycrow

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Disheartening, actually, b/c it means I probably have to use snipMDB to make my heads beardless, and that's a lot more work than using the Cloner.

#18
Dann-J

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The two programs are about as much work as each other.

You can batch process using SnipMDB (or any command-line program). Once you've written all the config files (using one as a template, modifiying it where necessary, and saving it under another name), a single BAT file will process all of them at once.

With the MDB Cloner you have to individually open every model, make alternations manually, and then save them one at a time. That's about the same amount of work as creating the config files and BAT file for SnipMDB.

#19
Happycrow

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Alien, but makes sense. I understand what a bat file's supposed to do, but have never done one in my life.

#20
Dann-J

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Ye Gads - it's as if they don't teach people DOS anymore!

Anyhoo - I invite you to gaze upon some dwarven lasses of unrivalled hirsute beauty:
http://www.neverwint...ds.com/mods/239

Modifié par DannJ, 21 décembre 2012 - 02:21 .


#21
Happycrow

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OH!

I'm an idiot. mdbcloner is letting you specify the textures -- splitmdb is actually letting you manipulate the meshes underlying them. Not the same thing at ALL.

Sorry about that, DannJ -- had a two-day brainfart, just recovered.