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Don't have a lot but willing to pay to get some things done


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#1
psiiijay

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 Ok, there are a few things I need for a module that I can't do myself and I don't know if anyone would be interested in helping out, so even though I don't really have a lot of money to spare I'm willing to actually pay to get them done...

Those are the things I need done:

1. Convert the "lisa staves" animations from nwn1 ( http://nwvault.ign.c....Detail&id=1727 ) or create a new walking and standing animations that look just it for nwn2. I only need standing and walking animations with the staff (i think that there are long staff models and there is no need for a new staff model but if there is none I'll need something like the druid staff model for the animations) no battle or running animations needed.

2. Cloak & riding horse model together (Hellfire_RWS horse model is on the cloak slot so I need to simply add to the mounted horse model a normal cloak model (that you can color) so that when the charecter is monted it will show it on a horse & having a cape on. 'll need only 2 models of cloaks on a horse model.

3. Make the backpacks ( http://nwvault.ign.c...e.php?id=104716 ) a VFX so that it could be used on a mounted pc/npc (and on normal unmounted mod).

Thats it... I think these things could be cool for the entire community... So If you can do this, PM me please and name your price. And if you could help without, you'll be a saint.
 


 

Modifié par psiiijay, 23 mars 2013 - 02:28 .


#2
IAmDeathComeForThee

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Actually funny you mention...

2 and 3 are off the list for me, but I just today made this animation for the fun of it.  Although it doesn't really even work as I had to adjust the staff dimensions by making it longer and readjusting the hand position higher up on the staff.  So now every other animation sadly doesnt fit with the new staff paramiters.  And Im not really up for making a bazillion new animations just to have a proper walking staff animation.  :P 

But if you want this, I can give it to you and even do a proper standing animation to go with it.  Attack, running etc etc are just not worth the hassle however for having to redo all the cloak animations and whatnot.

but if you want those two, I'll happily do the standing animation to go along with it.  Hopefully you dont mind it if I don't bother with the cloak anim's to accompany these however.

Here's the walk:    Still needs a bit of work...

Tell me what staff model(s) you want and I can adjust them to fit the animation as well.

Modifié par IAmDeathComeForThee, 24 mars 2013 - 03:49 .


#3
psiiijay

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Hehe wow that's a super cool coincidence!

But I didn't understand, what do you mean by "it doesn't really even work... So now every other animation sadly doesnt fit with the new staff paramiters" Like what? casting animations don't work? what happens if you try to cast a spell? doesn't the pc just cast the normal animation and holding the staff? And yeah, a little adjustment and a standing animation and it will be amazing!

About the models. I guess num 70, 71 here: http://nwvault.ign.c...e.php?id=126239
Are really good (first choice) and the grand mage staff here is really nice too http://nwvault.ign.c...l.Detail&id=318

although I don't know how long they are... I think a stuff should be pretty long (like a feet & a half above the head) no?

2nd thing I didn't understand was: "But if you want this, I can give it to you and even do a proper standing animation to go with it. Attack, running etc etc are just not worth the hassle however for having to redo all the cloak animations and whatnot."
Having to redo all the cloak animations for what? the horses with cloaks? Because talking about the standing animation makes it sound like we are still on the "staff" subject and bringing up the cloaks is out of context (sorry, if you could clarify).

3. Isn't turning the backpacks to a vfx very easy? (if you know how that is :)) there a no animations and its just converting a model to vfx no?

#4
Dann-J

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Turning backpacks into model VFX should indeed be quite easy. It should just be a matter of locking the backpack model to the torso, and offsetting it slightly backwards (which might require multiple versions of the SEF file for each sex/race though).

These things can have a habit of becoming more complex than you anticipate though. I might have a play around with the effects editor and see how *easy* it actually is.

#5
psiiijay

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Hehe, yeah I know what you mean...:) And that would be amazing if you could. Personally I just thought about human male & gnome male. Can you do it with the effect editor only or is modelling required here?

#6
Dann-J

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psiiijay wrote...

Hehe, yeah I know what you mean...:) And that would be amazing if you could. Personally I just thought about human male & gnome male. Can you do it with the effect editor only or is modelling required here?


It can all be done with the effects editor. I'm pretty sure I know which backpacks you're interested in (shield/sword/bow, rogue, arcane, generic). I've been using them myself as cloak variants on NPCs.

#7
psiiijay

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Yup, you know it!:D

btw, is it possible to have more then one VFX on a pc?

Modifié par psiiijay, 25 mars 2013 - 03:34 .


#8
IAmDeathComeForThee

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psiiijay I wrote a big long explanation earlier to all your questions along with some screenies illustrating what I was saying, but it wouldn't post when I clicked submit then I ended up losing it all. :/   So I'll get back to you tomorrow or something, but I can make you that idle standing animation as well anyway. 

Similar to this but a little less intense and more leaning into the staff as if resting against it:
Posted Image

My price is 100$ USD/animation.  






































I kid.  :D

Modifié par IAmDeathComeForThee, 25 mars 2013 - 03:34 .


#9
psiiijay

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Dude!!!! hehe... you really got me there... :P
And I think the idle animation of the normal holding (like the walking just without movement) will also look great (as in not doing much and just let him stand while holding the staff in one hand like this . http://nwvault.ign.c...age.php?id=9633 ) And your idea is also really really cool! It's too bad your whole msg got deleted, I was really interested in it....

#10
Dann-J

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psiiijay wrote...

Yup, you know it!:D

btw, is it possible to have more then one VFX on a pc?


I've never tried applying more than one model VFX to a single creature. You can certainly include multiple models within the one effect though. That's how I created my VFX statues.

#11
psiiijay

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Mmmm that can be really helpful. But you could still apply vfx via spells with no problame right? (I would imagin if spell vfx stack so should every vfx...) Did you ran into problems with applying the backpacks vfx btw?

oh, how did you make the first white/blue statue that's holding the spear? the way it's holding the spear looks really nice & it doesn't look like the normal torch hold... or am I wrong?

Modifié par psiiijay, 25 mars 2013 - 05:19 .


#12
Dann-J

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As per toolset tradition, what seemed to be an easy task proved impossible.

I assumed that capes attached to a specific body part and animated around it, but it seems they simply animate around the origin of the character model (a point between the feet). Assigning the capewing skeleton to the backpack model in the VFX settings, and attaching it to the back node, results in the backpack floating in the air above the character's head. Not defining the skeleton in the VFX settings prevents it showing up at all.

Usually you could simply offset the backpack in the Z axis to bring it down again, but I haven't had any luck repositioning model VFX that attache to the back node. They seem to have a mind of their own, and refuse to be moved where you want them to go no matter what X, Y or Z offsets you use.

If the backpack was a rigid placeable, instead of having a skeleton of its own, then there'd be no problem. However the only placeable model I've found so far that looks good attached to the back node as a VFX is one of the bed rolls (see next post).

I did discover one thing though; it's possible to apply more than one model VFX to the same creature. I made a Gur woman carry chalices in both hands. It has to be done via script though, since there's only one SEF slot in the creature properties tab.

Modifié par DannJ, 25 mars 2013 - 09:40 .


#13
Dann-J

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The code below is for an SEF file that applies a bedroll to a character's back. Copy the code into a text editor, save it with any filename you like into the override folder, and give the file an SEF extension. Then you can apply it to a creature in the toolset, or via script.

<?xml version="1.0"?>
<EventList>
<Name>
</Name>
<MaxDuration>0</MaxDuration>
<SpecialTargetPosition>0</SpecialTargetPosition>
<FogMultiplier>1</FogMultiplier>
<Event0>
<Type>7</Type>
<Name>Bedroll</Name>
<DefinitionFile>plc_mc_bedroll1.mdb</DefinitionFile>
<DelayTime>0</DelayTime>
<MaxDuration>0</MaxDuration>
<Position>
<x>0</x>
<y>0</y>
<z>0</z>
</Position>
<UseOrientedPosition>0</UseOrientedPosition>
<SourceAttachment>13</SourceAttachment>
<TargetAttachment>0</TargetAttachment>
<SourceAttachmentObject>0</SourceAttachmentObject>
<TargetAttachmentObject>1</TargetAttachmentObject>
<Skeleton>
</Skeleton>
<SEFToPlayOnModel>
</SEFToPlayOnModel>
<AnimationToPlay>0</AnimationToPlay>
<TintColor1>
<r>96</r>
<g>57</g>
<b>19</b>
<a>255</a>
</TintColor1>
<TintColor2>
<r>255</r>
<g>255</g>
<b>255</b>
<a>255</a>
</TintColor2>
<TintColor3>
<r>198</r>
<g>156</g>
<b>109</b>
<a>255</a>
</TintColor3>
<Looping>0</Looping>
</Event0>
</EventList>

#14
Dann-J

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psiiijay wrote...

Oh, how did you make the first white/blue statue that's holding the spear? the way it's holding the spear looks really nice & it doesn't look like the normal torch hold... or am I wrong?


That's just the normal torch idle animation (or at least, the last frame in the animation). The spear has been manually moved into the right position by altering the X, Y and Z offsets in the VFX properties.

#15
psiiijay

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Wow I really got bummed by the news... Your idea with the bedroll is cool though :)
But I don't get it- if that's the case, is it not possible to turn the backpacks either to placeables or convert them to wing models or something?

Modifié par psiiijay, 26 mars 2013 - 04:02 .


#16
Dann-J

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psiiijay wrote...

Wow I really got bummed by the news... Your idea with the bedroll is cool though :)
But I don't get it- if that's the case, is it not possible to turn the backpacks either to placeables or convert them to wing models or something?


You could strip out the reference to the skeleton from the model, which would probably require modelling software. You'd essentially be turning them into 'rigid' placeable models. Then they'd behave themselves as model VFX.

#17
psiiijay

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You think using the cloner might work? http://nwvault.ign.c...&comment_page=2 to turn it to a placeable...

And what about converting the backpack from cloak to the wing slot- Just had a go with it and it work when walking/running but nt mounted (and now i get y you have to lock it down)... isn't it possible to just put a cloak model in the wings one and just raising it up the air (it'll be a cloak only for riding not for walking) and have it activated on the pc when putting on the mount-cloak...
I think this is doable idia, don't you?

Modifié par psiiijay, 26 mars 2013 - 04:20 .


#18
Dann-J

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The cloner won't change the skeleton header in the MDB file. You'd need modelling software to make the backpack into a rigid placeable.

I'm not sure that the current RWS mount system supports wings (it's something I haven't tried though). The version I'm using certainly doesn't support tiefling tails. The tail hangs down beneath the horse, making it look like some sort of diabolical stallion.

#19
psiiijay

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It does the same as the tails. it shows the wings from the side of the horse.

Damn... So have to get an editing program to do it huh...

#20
Dann-J

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The problem is that wings and tails are essentially different 'creatures' that animate in tandem with the player. For the RWS mounts to support wings and tails, someone would have to create separate versions that are much higher up off the ground, so that they correspond to where the player model is when using the mounted appearance type.

Then you'd still have the problem of not being able to dynamically alter wings and tails, except in a persistent world running NWNX. Making RWS mounts support wings and tails would seem to be an exercise in futility (unless there was a separate system exclusively for PWs).

Ah, the joys of trying to get around NWN2 hardcoded limitations...

#21
psiiijay

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Yup...... Joy oh joy...
Well, just clipping cloak models on the same cloak as the mount could be the "easy" way to have cloaks while riding...

#22
Dann-J

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psiiijay wrote...

Yup...... Joy oh joy...
Well, just clipping cloak models on the same cloak as the mount could be the "easy" way to have cloaks while riding...


If the horse model doesn't already max out the number of bones the cape/wing skeleton can handle.

#23
psiiijay

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What?? there is a max??

#24
psiiijay

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What's the max for each skeleton? I don't think that It would take so much, a cloak is nothing...

#25
-Semper-

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54. and you will need 3dsmax 7 or 8, the expotron plugin plus engine and rigging/animation knowledge. btw a bone limit ain't that rare in game engines.

Modifié par -Semper-, 29 mars 2013 - 10:15 .