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RE: Project Q v1.7 RELEASED!!!!


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#51
YeoldeFog

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Draygoth28 wrote...

I'm in the process of making erf files for these mounts.


Then I'm in the process of becoming very happy! :)

#52
Pstemarie

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Draygoth28 wrote...

I'm in the process of making erf files for these mounts.


Cool, TBH I have no idea how custom mounts work. I have barely played with the Bioware mounts :huh:

#53
YeoldeFog

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I noticed that some models are very small. The Elephant is just as small as the fox. I suppose it isn't possible to make the animals larger?

Draygoth: I have seen a mountable wolf with a saddle, but I didn't find it in this pack. Are you the creater behind that one, or am I lost again? :/

#54
henesua

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Since we are talking about mounts in Draygoth's mounts in Project Q:
has anyone looked at creating copies of these with "normal" animations?

#55
Draygoth28

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When I am done with the erf files you will be able to make the animals any size you want. A tiny elephant large fox or visa versa. You can do it now by creating an invisible creature of what ever size you are wanting and select the mount from the tails. Not sure about the wolf/saddle, I'll have to poke around and see. I put together many versions in the past. if there were going to be a Q 1.8 I would re visit these mounts and fix some issues. I hate the way the camel and bears turned out.

Modifié par Draygoth28, 14 janvier 2014 - 07:05 .


#56
YeoldeFog

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Hurray! Sorry for hijacking the thread but I suppose it's Q related! .)

#57
henesua

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but what about hooking to normal animations so that we can use these awesome models as normal animals rather than only as mounts? I really like all of these animals, and would like to use them as wild animals in the game. But with the mount animations, they don't move naturally, plus they cause client side lag. It would be great to have copies of these without the mount set up of animations, but supermodelled to the most appropriate animations of existing creatures.

Is this of interest to anyone? Anyone working on it?

#58
Draygoth28

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I had originally thought to have two versions of the models. One as a creature with creature animations and one as a mount. As I am not very good at skin mesh this would prove to be a long and trying task.

#59
Pstemarie

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henesua wrote...

but what about hooking to normal animations so that we can use these awesome models as normal animals rather than only as mounts? I really like all of these animals, and would like to use them as wild animals in the game. But with the mount animations, they don't move naturally, plus they cause client side lag. It would be great to have copies of these without the mount set up of animations, but supermodelled to the most appropriate animations of existing creatures.

Is this of interest to anyone? Anyone working on it?


Patience young grasshopper. I'm on it.

#60
Draygoth28

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+1 in waiting patiently.

#61
henesua

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HOLY MACKEREL!

I can't wait for those mountain goats to try their knock down attacks on mountain climbers!

#62
Pstemarie

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After working for over an hour trying to get one to animate correctly, I can safely say...I HATE GOATS - thanks Henesua. :crying:

Modifié par Pstemarie, 15 janvier 2014 - 02:52 .


#63
henesua

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If you want I'll host a goat mod where you can take out these emotions on them. First finish these goats, and then I'll work on a cathartic experience for you in thanks.

#64
Pstemarie

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OK, here's the "goat plan"

1) Take the skin and break it into a skeleton with component parts that match up with the deer components.
2) Import the deer anims and tweak them so the goat actually animates fairly smoothly.
3) Reapply the goat skin to the new skeleton.

EDIT - Breaking the head away from the body fixed the issues with the lower part of the skin, and the stretching of the face. Now I just have to fix the neck stretching and it'll be done.

Modifié par Pstemarie, 15 janvier 2014 - 12:08 .


#65
Draygoth28

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I figured it would be a nightmare trying not to add to many bones but still get the complete animations to show through.

#66
Pstemarie

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Ok this goat is beyond me. I am not a skinmesh guy and I don't know enough about it to make it look right. Ingame the skin is all distorted and twisted out of shape. I deleted it and I'll take another whack at it this evening.

Modifié par Pstemarie, 15 janvier 2014 - 01:47 .


#67
Draygoth28

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All else failing I maybe able to help you out. I know enough to be dangerous. Let me know and good luck.

#68
ShadowM

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I can look at it if you want, I almost done with the gargoyle and I was also going to convert some Draygoth28 models to skinmesh version that use some of biowares basic animations too. I should make PDF tutorial when I get a chance.

#69
Pstemarie

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A tutorial would be great.

#70
ShadowM

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Ok I use the goat in it. I start on it this weekend ok?

#71
henesua

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I'd be interested in seeing that tutorial too. I've made skinmeshed critters before but never for NWN.

#72
Pstemarie

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ShadowM wrote...

Ok I use the goat in it. I start on it this weekend ok?


Sounds good.