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A dynamic orc model?


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#1
Grani

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I've tried searching the web but no luck. Is there a dynamic orc model somewhere available for download? 
My module is partially focused on orcs and the default models (plus the CEP ones) are simply not enough, especially considering the fact I'd want PC to be able to be an Orc as well.

If there's no dynamic orc model available, even orc heads (the ones used in default Bioware orc models) for dynamic half-orc model would be fine.

Modifié par Grani, 12 janvier 2013 - 12:07 .


#2
NWN_baba yaga

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dont know about the dynamic orcs but you could use my own creations + the ones from Lord of worms and you got a big bunch of new looking ones. I also did some uruk-hais!!!

Search on the vault for "improved creatures" and everything Lord of worms has done for creatures. Also Pstemarie from Project Q did some great new orcs too ;) + bug bears!!!

Modifié par NWN_baba yaga, 12 janvier 2013 - 12:57 .


#3
Grani

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Thanks for suggestion, but I seem to have found what I was looking for:
http://nwvault.ign.c....Detail&id=2213

However, I have one problem when I add this to a CEP module. If this hak is placed at the top, then I don't have the CEP creature models on my list anymore. When this hak is placed at the bottom, this dynamic orc model is not on the list.

Can anyone help me with this?

Edit: On a second thought, this hak isn't exactly what I was looking for, as it basically has only one phenotype and so doesn't support horses... so I think for me the best thing would be simply orc heads for half-orc model.

Modifié par Grani, 12 janvier 2013 - 01:34 .


#4
Pstemarie

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You have a conflict in your appearance.2da file. I would drop the hak in below the CEP haks then add the 2da entry for the dynamic orc model to a copy of the CEP appearance.2da. Put the new appearance.2da into a new top-hak that goes above the CEP haks. This will make the new orcs appear in the game.

The orcs and bugbears Baba was referring to are in the Monster Mash (link in my signature). 

Modifié par Pstemarie, 12 janvier 2013 - 01:32 .


#5
Shadooow

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Grani wrote...

Thanks for suggestion, but I seem to have found what I was looking for:
http://nwvault.ign.c....Detail&id=2213

However, I have one problem when I add this to a CEP module. If this hak is placed at the top, then I don't have the CEP creature models on my list anymore. When this hak is placed at the bottom, this dynamic orc model is not on the list.

Can anyone help me with this?

woot awesome find! a must really, i never liked the orc models from cep (original DLA i think), this is much much better and dynamic

#6
Grani

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ShaDoOoW wrote...

Grani wrote...

Thanks for suggestion, but I seem to have found what I was looking for:
http://nwvault.ign.c....Detail&id=2213

However, I have one problem when I add this to a CEP module. If this hak is placed at the top, then I don't have the CEP creature models on my list anymore. When this hak is placed at the bottom, this dynamic orc model is not on the list.

Can anyone help me with this?

woot awesome find! a must really, i never liked the orc models from cep (original DLA i think), this is much much better and dynamic


Yes, they are neat, but unfortunately, they have only one phenotype so I cannot use them (my module has horse support and I wanted these models not only for NPCs but also for players).


So if anyone has Bioware orcs' heads I'd be grateful.

Modifié par Grani, 12 janvier 2013 - 02:08 .


#7
Pstemarie

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I'm bored today. I'll see what I can create/dig up for you.

#8
Grani

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Pstemarie wrote...

I'm bored today. I'll see what I can create/dig up for you.


You have my thanks. :)

#9
Pstemarie

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What are you looking for? Would the heads remounted as half-orc head options work for what you need? OR would you prefer a version of the Orc Hak you tried out that can ride horses?

Modifié par Pstemarie, 12 janvier 2013 - 02:36 .


#10
Grani

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Pstemarie wrote...

What are you looking for? Would the heads remounted as half-orc head options work for what you need? OR would you prefer a version of the Orc Hak you tried out that can ride horses?


The version of the hak with horse phenotypes added would be perfect, but I don't mind at all the orc heads for half-orc model instead. I'm not really into it, but I can guess adding the heads would be easier to do, so you can go with that.

Thanks, once again.

#11
Pstemarie

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I've looked over the models in that HAK. It appears to me to just be a clone of the half-orc model that uses the bioware orc head in place of the half-orc heads. Its a pre "visible cloaks" as the cloak models don't exist. My recommendation is to port the heads over to the half-orc race. Could you tell me which head numbers the CEP uses for half-orcs, as I don't want to overwrite theirs.

#12
Grani

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I'm not exactly sure how many of these heads are original ones and how many of these are CEP ones, but anyway, it seems to me original Bioware heads are from 001 to 011, then CEP heads are from 012 to 036.

Edit: Oh, and since you're adding the heads to existing model, would that be a big problem to add them to female half-orcs as well?

Modifié par Grani, 12 janvier 2013 - 02:43 .


#13
Pstemarie

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Actually its easier to just expand the existing pheno to the riding pheno and add cloaks to them. I've got the work done and am testing now. I'll post here when available for download.

#14
Grani

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Pstemarie wrote...

Actually its easier to just expand the existing pheno to the riding pheno and add cloaks to them. I've got the work done and am testing now. I'll post here when available for download.


Ah, alright then!

#15
Pstemarie

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Should be all set. I've updated the 2da files to HotU 1.69. You'll find the new 2da entries at the very end of the files. Lemme know if you have any issues.

Gimme a few minutes - I missed an adjustment for the riders that will take me just a minute to fix.

Modifié par Pstemarie, 12 janvier 2013 - 03:10 .


#16
Grani

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Sure :)

#17
Grani

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Alright. So it works, but there is one problem with riding phenotype, mainly the orc's neck is partially missing and connections between arms and palms as well.

The head should probably be located lower and this would seem to solve the problem. I'm not sure about the hands, though, but it's not as visible as the head problem, so even if it's not fixed, it's not that bad.

Thanks for help!

Modifié par Grani, 12 janvier 2013 - 04:01 .


#18
Grani

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Ah, and another small nuisance - the PC with this model does not turn his head straight after he turns it in the direction of the highlighted creature or object.
For example, when I mark my cursor on the door, my PC turns his head in this direction and when I move the cursor somewhere else, the PC still looks in that direction. The only way to make him look somewhere else is by again moving the cursor over some object or creature.

This is a nuisance, but I'm not sure if it can be even fixed that easily, but I decided to let you know anyway. The biggest problem is still the weird neck of the mounted orc.

Everything else besides these two things is perfect and just what I needed. Thank you. :)

#19
Pstemarie

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I was testing 3DS and not Toolset. Right after I uploaded original file I caught the issues when I went ingame. Took me longer to diagnose as I thought it was an animation issue..

Anyways this is the fixed version.

1. Head tracks as it should (old model was parented to torso, not neck).
2. Cloaks work on foot model (minor clipping issue remains with models 2 and 3 when animated).
3. Mounted now fixed.

http://social.biowar...t_file_id=13591

Posted Image

You can add wings but evidently I forgot the tail node for the foot model. :huh:

Modifié par Pstemarie, 12 janvier 2013 - 06:03 .


#20
Grani

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Whoa! Awesome!
You resolved both problems at once. :D
The palms and arms still seem to be disconnected from each other in riding phenotype, but I don't mind it really, since it's a minor issue only.

Most importantly, I will finally be able to have Orc PCs in my module. Thanks a lot, Pstemarie!

You can add wings but evidently I forgot the tail node for the foot model. [smilie]http://social.bioware.com/images/forum/emoticons/wondering.png[/smilie]


While I don't need them, indeed, the tails are missing. :P

Modifié par Grani, 12 janvier 2013 - 06:08 .


#21
Pstemarie

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Ok I see what you're talking about with the hands - hard to see unless you angle in just right. I'll fix that and the missing tail node. Look for it tomorrow as I've got a basketball game to go to this afternoon.

#22
Grani

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Sure. :)

#23
Miscr3ant

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I was looking for something like this, and Lo!

 

Is there any chance that the large phoenotypes would be supported?  Please?