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Weapon sheats/weapons over back


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#1
Shadooow

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Had anyone added more choices beside the 1.69's emopty sheats and greatsword on back? More interestingly if there are sheats weared at the belt?

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
The Amethyst Dragon

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There was a good start at something like this:
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
Rolo Kipp

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<forging more...>

Also, ShadowM improved on Cestus Dei's Torso-aligned Templates...
Image IPB
...with a GMax scene you can use to adjust each of the race/gender VFX you will need.

<...links>

#4
henesua

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I'd like to see what you are looking for too.

#5
ShadowM

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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.

#6
Shadooow

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ShadowM 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.

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, belt

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
Master Jax

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The KRS pretty much covered it. As for implementation, I found using them as wings works best. You can play around with a lot of models here and there.

#8
Rolo Kipp

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<reflecting...>

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
ShadowM

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Well from what I think ShaDoOoW is saying is he want every combination of weapon on backs which we had this discussion before in the CC forums and the sheer number of combinations and resources it would take was some crazy number I think someone calculated out. If bioware gave us three separate nodes for along the back and along the leg and made a special function call to find and set though and / or we add custom nodes to chest then that we could link to the standard mdls then it be a lot easier. The best I would have to say is do every weapon base item on back and leg and I do not how in-depth KRS system goes but sound like a good start added with Amethyst Dragon quivers. Another drawback to vfx is you have to have a visual for every race/gender combo and if you really want complete you have to include big pheno. I take a look at KRS system.

#10
Rolo Kipp

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<pulling his...>

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
Shadooow

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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?

Modifié par ShaDoOoW, 31 août 2013 - 03:58 .


#12
Rolo Kipp

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<pinching off...>

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
ShadowM

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Oh I thought he wanted all variations. Does he want all color combinations also?. Getting to the making import the three parts of the weapon combine them and export them out, reference them in the wing.2da and/or tail.2da and check in game to see the proper orientations of the item compared to the pc. That with using the wings / tail method. Using the vfx method you combine in the similar fashion then import/merge into Torso-aligned Template line it up the way that looks good for you and export it with you new model name usually matching up to race/gender add that line to your visual.2da and run it multiple ways with scripting. Chat command, conversation etc.. to set the visual you want. This is just a general overview of it. Just glancing over KRS system I have to say it need some work to get it up to 1.69 compatibility with it scripting and it visual.2da etc..

#14
The Amethyst Dragon

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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 :-)

hehe...

Altogether for that little project I made 5,096 finished models.

#15
ShadowM

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The Amethyst Dragon wrote...

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 :-)

hehe...

Altogether for that little project I made 5,096 finished models.


Wow :o that a lot of models. LOL at little project. I wish I had time to do somethng that big. Glad you around to jump on umm the little projects hehe. I stick to the even smaller ones hehe :)

#16
3RavensMore

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5096?  :blink:

#17
Master Jax

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If you're going for the wing option, as I did, bear in mind you will not get all of the weapons and equipment you like or have unless you manually join those models into one. It's kind of a hassle, but very satisfying to see the result in-game. What I did was join it with some other fixes and modding I wanted to do, so everytime I play a module, I find three or four things I want to change or make, go out, fire the tools, do those, and then go back to gaming. This process may seem annoying, but I think it beats trying to do everything at once. You can build a lot this way on a couple weeks.

#18
Shadooow

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ShaDoOoW 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?

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 bad

im abadoning this idea as I have other projects to work on, shame that there isnt fully working system like KRS already

#19
The Amethyst Dragon

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3RavensMore wrote...

5096?  :blink:

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.

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.

ShaDoOoW wrote...

...finally checked KRS...visual effects
working only for one race...

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.

#20
Rolo Kipp

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<musing...>

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
ShadowM

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Ah that be great if you pick it up Rolo, it is a project worth doing. Finding time for us is all. :)

#22
Rolo Kipp

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<connecting...>

Linking this back to the Community VFX Project :-)

<...the dots>

#23
Rolo Kipp

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<digging...>

ShaDoOoW wrote...
Had anyone added more choices beside the 1.69's empty sheaths and greatsword on back?
...

Where did you see these, Shad?
I've looked in all the Bioware files and can't find this, but would love to have it.

<...into the past>

#24
The Amethyst Dragon

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Rolo Kipp wrote...

<digging...>

ShaDoOoW wrote...
Had anyone added more choices beside the 1.69's empty sheaths and greatsword on back?
...

Where did you see these, Shad?
I've looked in all the Bioware files and can't find this, but would love to have it.

<...into the past>

They're wing models.

#25
henesua

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In Q they are neck models.