can you put cloaks inside the wing slot? I guess it's possible but it didnt work when I tryied...
cloaks for wings
Débuté par
psiiijay
, juil. 09 2013 08:21
#1
Posté 09 juillet 2013 - 08:21
#2
Posté 09 juillet 2013 - 06:58
Cloaks and wings are the same skeleton
#3
Posté 09 juillet 2013 - 07:47
how? I can put on Kaelyne the dove both cloak (and she has wings) plus its not the same 2da. I can add wings to cloaked chars...
Or what you meant was its the same so its possible?
Or what you meant was its the same so its possible?
Modifié par psiiijay, 09 juillet 2013 - 07:53 .
#4
Posté 15 juillet 2013 - 11:24
(Edited on DannJ's suggestion)
Not sure if you got your answer already, psiiijay, but here is my solution I came up with, if you need it.
Yes, you can do it all in the toolset with a new visual effect and two new scripts:
300x200http://farm8.staticflickr.com/7451/9295774183_694a371aec.jpg[/img]
==================================================================
1) First it requires it be a visual effect which requires these few steps:
First make a new 'model' inside the toolset's 'visual effects editor':
(In top toolbar in toolset, 'Plugins' -> 'Visual Effects Editor' )
FirstAttachment = 'ATTACH_BACK'
SecondaryAttachment = 'ATTACH_PELVIS''
Position = '0,0, -1.5' (You may want to change the z-axis a bit to get wings at right height)
*For Female Characters:
DefinitionFile = 'n_kaelyn_wings'
SkeletonFile = 'p_hhfcapewing_skel'
*For Male Characters:
DefinitionFile = 'c_solar_wings'
SkeletonFile = 'p_hhmcapewing_skel'
--Now save it as 'male_wings' and/or 'female_wings' in your local 'override' folder. (You can transfer it to a .hak later)
----------------------------------------------------------------
2) Create a 'cloak' in toolset and make its tag = 'wingcloak' (Use any name later but remember it)
----------------------------------------------------------------
3) (Equip Script) - Create a new script in toolset and label it 'i_wingcloak_eq' ( format 'i_<itemtag>_eq' )
void main()
{
object oPC = GetPCItemLastEquippedBy();
object oItem = GetPCItemLastEquipped();
effect eWings;
if(GetGender(oPC) == GENDER_MALE) {
eWings = EffectNWN2SpecialEffectFile("male_wings.sef", oPC);
} else if(GetGender(oPC) == GENDER_FEMALE) {
eWings = EffectNWN2SpecialEffectFile("female_wings.sef", oPC); }
else {
//Unknown gender
}
SetEffectSpellId(eWings, 6666);
//(Going to make it temporary for now,
////edit to DURATION_TYPE_PERMANENT and get rid of 1000.0f at end, if you wish for longer) ApplyEffectToObject(DURATION_TYPE_PERMANENT, eWings, oPC);
}
----------------------------------------------------------------
4) (UnEquip Script) - Create a new script in toolset and label it 'i_wingcloak_ue' ( format 'i_<itemtag>_ue' )
void main()
{
object oPC = GetPCItemLastUnequippedBy();
object oItem = GetPCItemLastUnequipped();
if(GetGender(oPC) == GENDER_MALE) {
RemoveSEFFromObject(oPC, "male_wings.sef");
} else if(GetGender(oPC) == GENDER_FEMALE) {
RemoveSEFFromObject(oPC, "female_wings.sef");
} else {
//Unknown gender
}
}
----------------------------------------------------------------
5.) Put the cloak item in a accessible place for the Player, save the module, and play it. Then equip/unequip cloak as you please.
----------------------------------------------------------------
6.) Let me know if you have any problems, if you are unable to do I'll post a template. Also, yes this does work with other wings, but you have to make those visual effects as well.
Not sure if you got your answer already, psiiijay, but here is my solution I came up with, if you need it.
Yes, you can do it all in the toolset with a new visual effect and two new scripts:
300x200http://farm8.staticflickr.com/7451/9295774183_694a371aec.jpg[/img]
==================================================================
1) First it requires it be a visual effect which requires these few steps:
First make a new 'model' inside the toolset's 'visual effects editor':
(In top toolbar in toolset, 'Plugins' -> 'Visual Effects Editor' )
FirstAttachment = 'ATTACH_BACK'
SecondaryAttachment = 'ATTACH_PELVIS''
Position = '0,0, -1.5' (You may want to change the z-axis a bit to get wings at right height)
*For Female Characters:
DefinitionFile = 'n_kaelyn_wings'
SkeletonFile = 'p_hhfcapewing_skel'
*For Male Characters:
DefinitionFile = 'c_solar_wings'
SkeletonFile = 'p_hhmcapewing_skel'
--Now save it as 'male_wings' and/or 'female_wings' in your local 'override' folder. (You can transfer it to a .hak later)
----------------------------------------------------------------
2) Create a 'cloak' in toolset and make its tag = 'wingcloak' (Use any name later but remember it)
----------------------------------------------------------------
3) (Equip Script) - Create a new script in toolset and label it 'i_wingcloak_eq' ( format 'i_<itemtag>_eq' )
void main()
{
object oPC = GetPCItemLastEquippedBy();
object oItem = GetPCItemLastEquipped();
effect eWings;
if(GetGender(oPC) == GENDER_MALE) {
eWings = EffectNWN2SpecialEffectFile("male_wings.sef", oPC);
} else if(GetGender(oPC) == GENDER_FEMALE) {
eWings = EffectNWN2SpecialEffectFile("female_wings.sef", oPC); }
else {
//Unknown gender
}
SetEffectSpellId(eWings, 6666);
//(Going to make it temporary for now,
////edit to DURATION_TYPE_PERMANENT and get rid of 1000.0f at end, if you wish for longer) ApplyEffectToObject(DURATION_TYPE_PERMANENT, eWings, oPC);
}
----------------------------------------------------------------
4) (UnEquip Script) - Create a new script in toolset and label it 'i_wingcloak_ue' ( format 'i_<itemtag>_ue' )
void main()
{
object oPC = GetPCItemLastUnequippedBy();
object oItem = GetPCItemLastUnequipped();
if(GetGender(oPC) == GENDER_MALE) {
RemoveSEFFromObject(oPC, "male_wings.sef");
} else if(GetGender(oPC) == GENDER_FEMALE) {
RemoveSEFFromObject(oPC, "female_wings.sef");
} else {
//Unknown gender
}
}
----------------------------------------------------------------
5.) Put the cloak item in a accessible place for the Player, save the module, and play it. Then equip/unequip cloak as you please.
----------------------------------------------------------------
6.) Let me know if you have any problems, if you are unable to do I'll post a template. Also, yes this does work with other wings, but you have to make those visual effects as well.
Modifié par seraphimsage, 17 juillet 2013 - 02:20 .
#5
Posté 16 juillet 2013 - 01:30
Those will be fairly static wings, since they're not animating via the wing skeleton (they're just following the torso around). It's as good a work-around as any though. It would have been so much better if we had script functions for adding/removing wings and tails (outside of NWNX).
You can skip part 2 of those instructions if you use EffectNWN2SpecialEffectFile() instead of EffectVisualEffect().
It's also easier to use SetEffectSpellId() to give the effect a unique number (it doesn't have to be a valid spell ID - in fact it's better if it's not), then use RemoveEffectsFromSpell() in nw_i0_spells to get rid of the effect again. That's how I add/remove my Handy VFX.
You can skip part 2 of those instructions if you use EffectNWN2SpecialEffectFile() instead of EffectVisualEffect().
It's also easier to use SetEffectSpellId() to give the effect a unique number (it doesn't have to be a valid spell ID - in fact it's better if it's not), then use RemoveEffectsFromSpell() in nw_i0_spells to get rid of the effect again. That's how I add/remove my Handy VFX.
Modifié par DannJ, 16 juillet 2013 - 01:39 .
#6
Posté 16 juillet 2013 - 04:02
My bad, and thanks DannJ.
I'll edit my script tomorrow to take advantage of that method.
As for what I've shown, I forgot a number of things, but first of all you must have a cloak on, no exceptions, otherwise you get the outstretched wings.
Also, it is 'back' not torso, with a secondary connection at pelvis which should align the wings correctly in any position.
Next, for female characters forgot that I made a skeleton/definition error. It should be female wings (n_kaelyn_wings) to female skeleton (p_hhfcapewing_skel).
Opposed for male characters, it is solar wings (c_solar_wings) to male skeleton (p_hhmcapewing_skel).
With that the characters wings are properly folded, and you can go in about any position and they will remain with you.
I'll edit my script tomorrow to take advantage of that method.
As for what I've shown, I forgot a number of things, but first of all you must have a cloak on, no exceptions, otherwise you get the outstretched wings.
Also, it is 'back' not torso, with a secondary connection at pelvis which should align the wings correctly in any position.
Next, for female characters forgot that I made a skeleton/definition error. It should be female wings (n_kaelyn_wings) to female skeleton (p_hhfcapewing_skel).
Opposed for male characters, it is solar wings (c_solar_wings) to male skeleton (p_hhmcapewing_skel).
With that the characters wings are properly folded, and you can go in about any position and they will remain with you.
Modifié par seraphimsage, 16 juillet 2013 - 04:11 .
#7
Posté 16 juillet 2013 - 11:04
seraphimsage wrote...
As for what I've shown, I forgot a number of things, but first of all you must have a cloak on, no exceptions, otherwise you get the outstretched wings.
So that's your secret! I've tried applying wing model effects to characters without cloaks on, and always got the default outstretched look (which would make your the bane of any china shop owner).
I don't suppose cloning the wing models to use the cloak model naming convention would work? Even if it did, the 'cloak' wouldn't have any actual cloak component (just wings). Although I'd imagine cloaks and wings would be mutually exclusive as far as practicalities are concerned.
#8
Posté 17 juillet 2013 - 02:36
Those methods are a great find, thanks DannJ. I've edited the scripts accordingly.
As for the cloning of the wings model to use cloak model naming convention, I do not know, but I'll take it into consideration for later tests.
As for the cloning of the wings model to use cloak model naming convention, I do not know, but I'll take it into consideration for later tests.
Modifié par seraphimsage, 17 juillet 2013 - 02:36 .
#9
Posté 19 juillet 2013 - 10:44
Cloning the wing models as cloak models works, and allows them their full range of animations. There is no actual cloak component though, but at least it allows you to equip/unequip wings via script (without NWNX), or to create armour with wings attached (although donning a cloak would override the armour's wings).
All you'd need is the MDB Cloner, the Wings Galore Pak, and the willingness to spend about an hour of your life engaged in a repetitive and quite possibly thankless task.
All you'd need is the MDB Cloner, the Wings Galore Pak, and the willingness to spend about an hour of your life engaged in a repetitive and quite possibly thankless task.
Modifié par DannJ, 24 juillet 2013 - 05:49 .





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