Weapon sheats/weapons over back
#1
Posté 30 août 2013 - 01:25
doesnt matter whether Tail-based, Wing-based or VFX
Maybe small tutorial how would I made a new model based on that great sword on backs?
#2
Posté 30 août 2013 - 03:30
krs_inventory: visible scabbards, cloaks, shields, etc. v1.0
For those wondering about what would be needed to expand on this, you can grab the "extend this concept" text file from the page for my VFX Quivers & Arrows.
Both of these are VFX-based, rather than armor-, tail-, or wing-based.
Modifié par The Amethyst Dragon, 30 août 2013 - 03:31 .
#3
Posté 30 août 2013 - 03:50
Also, ShadowM improved on Cestus Dei's Torso-aligned Templates...

...with a GMax scene you can use to adjust each of the race/gender VFX you will need.
<...links>
#4
Posté 30 août 2013 - 04:07
#5
Posté 30 août 2013 - 09:37
#6
Posté 30 août 2013 - 10:21
well, i would like to allow each weapon (basic 1-1-1 style is enough ofc) to be used in sheat, or hanged on the backs, beltShadowM wrote...
I been doing a lot of vfx for the animals on shoulders. I can even do animations with them. Like everyone else, please give us an example of what you want to add and we can use that as the base for teaching. I could write up a tutorial maybe as a break from the animals. Just thinking.
my bigger goal is to make a drawing/equipping weapons more PnP and to distinguish weapons in backpack and weapons wearing in quick position graphically
#7
Posté 31 août 2013 - 05:03
#8
Posté 31 août 2013 - 01:13
VFX drawback: no reflection/envmapping. Torso, head or base aligned.
Wing drawback: only one model at a time and conflicts with wings. Torso-aligned.
Tail drawback: only one model at a time and conflicts with tails. Pelvis-aligned.
The primary reason I champion VFX for accessories is that it's possible to layer the VFX for that "Compleat Adventurer" look.
You know... Quiver and greatsword, backpack and bedroll, scrolls, money bag, mace, crossbow, coil of rope, familiar, ten foot pole, grappling hook, chest of loot, keg of dwarfish ale...
(Have to keep the old dwarf happy, you know!)
<...on diversity>
#9
Posté 31 août 2013 - 02:35
#10
Posté 31 août 2013 - 03:29
At a glance, I see 27 baseitem weapons that might go either on back or at the waist (discounting the very large two-handed items like halberd and double-bladed sword which I can not see anywhere but in hand). Multiply that by 14 (two of which are duplicates) and you get.378 VFX for weapons. (Edit: Note that Shad only asked for the first 1-1-1 model of each type).
Wow! That's a lot of models! That's impossible! No one could...
Heh.
TAD, how many models did you make for Reforged? =)
*Not* disagreeing, SM, just pointing out that the VFX route isn't *completely* insane :-)
Before I add anything else, I should probably look at KRS, eh?
Edit: LOL, KRS *is* using VFX :-) And it's interesting that he found a bug with Whirlwind attack I hadn't known about :-P Always something new, isn't there?
Is WWA using a VFX for the attack? How can the impact node possibly be unlinked during the animation unless it's a bait-and-switch routine (Swap in completely custom model tree for WWA)?
<...boots off to count>
Modifié par Rolo Kipp, 31 août 2013 - 04:29 .
#11
Posté 31 août 2013 - 03:57
Modifié par ShaDoOoW, 31 août 2013 - 03:58 .
#12
Posté 31 août 2013 - 04:22
That would be a question of animations.
The way animations are inherited now, tails and wings get slots for most of the parent model anims. I.e. the modeller can have the tail swish *this* way when slashing right and *that* way when slashing left.
VFX have a different set of anims available and *they are not tied to the PC model*. So you *can* animate a VFX, but it will have no synch with what the PC is actually doing.
And, as noted in my edit above, KRS *is* using a VFX solution, though there's some bugs and quirks and unfinished implementation (particularly the unequip function that removes the VFX).
I'm liking what I see so far as a base for something.
<...the anim stream>
Modifié par Rolo Kipp, 31 août 2013 - 04:23 .
#13
Posté 01 septembre 2013 - 01:21
#14
Posté 01 septembre 2013 - 02:53
hehe...Rolo Kipp wrote...
Wow! That's a lot of models! That's impossible! No one could...
Heh.
TAD, how many models did you make for Reforged? =)
*Not* disagreeing, SM, just pointing out that the VFX route isn't *completely* insane :-)
Altogether for that little project I made 5,096 finished models.
#15
Posté 01 septembre 2013 - 03:09
The Amethyst Dragon wrote...
hehe...Rolo Kipp wrote...
Wow! That's a lot of models! That's impossible! No one could...
Heh.
TAD, how many models did you make for Reforged? =)
*Not* disagreeing, SM, just pointing out that the VFX route isn't *completely* insane :-)
Altogether for that little project I made 5,096 finished models.
Wow
#16
Posté 01 septembre 2013 - 03:55
#17
Posté 01 septembre 2013 - 05:00
#18
Posté 03 septembre 2013 - 04:28
finally checked KRS, demo module broken - instantly reequipping all armors/bracers from inventory in loop, visual effects working only for one race, i suppose human as I tried it with halfling and the result was very, very badShaDoOoW wrote...
I havent yet fully checked KRS, but actually I am ok with the tail/wing solution, as I wont allow players choosing tails/wings on their own. Just an idea but, given how many choices on the equipment there are and how less tails/wings there are, wouldnt be easier to make wings/tail VFX based?
im abadoning this idea as I have other projects to work on, shame that there isnt fully working system like KRS already
#19
Posté 03 septembre 2013 - 08:27
I opened my PW hak that I piled all the models into, temporarily removed all the inventory icons, textures, and any other files in that hak, and NWHak gave me the total of what was left.3RavensMore wrote...
5096?
Between all the weapon models for the public release, the resized weapon VFX models for katanas, and some extra ones for my PW (such as some drow- and elf-specific rapiers, a drow-specific light crossbow, and a few others)...yeah, 5,096 models made during Project Reforged.
KRS includes VFX only for human males. It appears to be the start of a system, rather than anything close to complete. It could work for a module where everyone is a human male, but otherwise would need a lot of work to adapt for all the other races and for females.ShaDoOoW wrote...
...finally checked KRS...visual effects
working only for one race...
#20
Posté 03 septembre 2013 - 08:49
That was my impression, also - a good start.
I might pick this up. It's close to one of the sub-systems I plan for Amethyst. I'm not happy with the code, but for now I might just concentrate on models.
Quick poll in that direction, what visualeffects ranges are in use among interested mods? I'd like to reserve 5000 lines ahead of time, to reduce compatibility issues down the line...
<...aloud>
#21
Posté 03 septembre 2013 - 11:56
#22
Posté 16 décembre 2013 - 04:18
#23
Posté 16 décembre 2013 - 04:28
Where did you see these, Shad?ShaDoOoW wrote...
Had anyone added more choices beside the 1.69's empty sheaths and greatsword on back?
...
I've looked in all the Bioware files and can't find this, but would love to have it.
<...into the past>
#24
Posté 16 décembre 2013 - 04:41
They're wing models.Rolo Kipp wrote...
<digging...>Where did you see these, Shad?ShaDoOoW wrote...
Had anyone added more choices beside the 1.69's empty sheaths and greatsword on back?
...
I've looked in all the Bioware files and can't find this, but would love to have it.
<...into the past>
#25
Posté 16 décembre 2013 - 05:55





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