Someone (tenor_general) asked about my forest dragon model, so I extracted it from my PW's haks and posted it to the new Vault.
Enjoy!

Guest_simfamUP_*
I just saw this in the news feed thingy. Never heard of you in my life from all the years I've been here, but I gotta say...
That's one pretty bad-ass model! :-)
Kudos! ![]()
I just saw this in the news feed thingy. Never heard of you in my life from all the years I've been here, but I gotta say...
That's one pretty bad-ass model! :-)
Kudos!
Hello, and thanks.
This particular model is really just a mash of existing models and textures. But it did turn out very cool.
Basic model construction:
1. Extract one of Hardpoints' gold dragons from the CEP (Community Expansion Pack). Pick a size/age that is large, but could still realistically move through a forest.
2. Pull foliage model piece and texture from my Wild Woods Troll (itself made from a Project Q troll model + modified forms of _six's Wild Woods tileset textures).
3. Modify the dragon body to remove the wings (in my PW, it's actually a plant, not a true dragon) and remove flex from the dragon's "whiskers". Then remove the body spines/fins along the back and tail.
4. Combine bark texture with gold dragon textures and lots of editing to turn the shiny metallic dragon into a bark-covered one.
5. Combine foliage pieces with the dragon body to make it look more plant-like (leaves on top to gather the most sunlight as it patrols the forests).
All in all, with texture editing, model work, and testing/adjusting things...a solid couple hours of work (interrupted multiple times by young offspring). The idea for it came during a voluntary 1-week hiatus from model work back in January.
Yup, lots of links in this post, but I thought I'd share some of the variety of content and ideas one can work from to get something new as a result.
AD watch the parts count make sure there is not more than eighty or it will crash when targeted that was a problem with Hardpoints dragons that I remember back when I was working with them. Good looking model thou I'll have to check it out later when I have a little time.
CEP may have made the quick fix by changing the targetable column in the appearance 2DA to 0.
AD watch the parts count make sure there is not more than eighty or it will crash when targeted that was a problem with Hardpoints dragons that I remember back when I was working with them. Good looking model thou I'll have to check it out later when I have a little time.
CEP may have made the quick fix by changing the targetable column in the appearance 2DA to 0.
Don't know right off hand if CEP made that change (don't have the 2da open right now), but I did.
TAD, you wouldn't have a shambling mound in Aenea by any chance would you? I'd love to add one to Q and if I can avoid having to make one, all the better.
AD watch the parts count make sure there is not more than eighty or it will crash when targeted that was a problem with Hardpoints dragons that I remember back when I was working with them. Good looking model thou I'll have to check it out later when I have a little time.
CEP may have made the quick fix by changing the targetable column in the appearance 2DA to 0.
Thanks for that tip cervantes35! I know I'd reported the crashing issue several years ago, then a few more times since and Barry_1066 responded that there was no such bug and ignored it (despite myself and most of my players experiencing it). Making that tweak right now and will hopefully get those appearances added back into my module soon.
It looks like some of Hardpoints' dragon appearances were set to be targetable, some were not. I'm changing them all to untargetable (no highlight) for CEP 2.60.
Thanks for the heads up.
SWEET!!
This looks really sweet. Great job.
Very nice!
Speaking of Hardpoints Dragons, I was wondering if the animation crashes have ever been fixed for them?
Very nice!
Speaking of Hardpoints Dragons, I was wondering if the animation crashes have ever been fixed for them?
While the targeting one was, isn't the animation crash one of those weird issues that only affected some people?
I don't believe its ever been fixed
(Speaking of dragons, AD, any interest in conspiracyanating to make 2E style versions of the Crystal Dragons?)
I love that dragon to pieces. Thank you for releasing it for the community. Why settle for a treant, if you can have a forest dragon as the woodland guardian? ![]()
While the targeting one was, isn't the animation crash one of those weird issues that only affected some people?
Sorry guys, but setting Targettable = 0 is not a fix but a workaround. Technically speaking.
Just saw the Draconic CCC theme - have the dragons in theresame issue? MIght be better to use those models as a base for a new forest dragon.
They use vanilla animations, so they would not have the same issue
And I believe this one doesn't have the issue as its the standard gold dragon. Its only if you use that particular animation set they have the issue
I'll bet that dragon just absolutely hates woodpeckers... ![]()
I heard it through the predatory grapevine that your fungal shambler is amazeballs.
<trying to overfill a tiny bag...>
They use vanilla animations, so they would not have the same issue
And I believe this one doesn't have the issue as its the standard gold dragon. Its only if you use that particular animation set they have the issue
I believe the problem is in element (sub-object) count, rather than a certain animation.
I seem to remember the CEP dragons had a few too many elements (the Remorhaz Pstemarie recently renovated had the same problem before he simplified it).
As Shad says, the non-targetable workaround is just that. The models really need a bit of (g)Max love :-)
But then again, I haven't visited them in at least three years, so I could be crazy :-P
<...and losing his marbles>
<trying to overfill a tiny bag...>
I believe the problem is in element (sub-object) count, rather than a certain animation.
I seem to remember the CEP dragons had a few too many elements (the Remorhaz Pstemarie recently renovated had the same problem before he simplified it).
As Shad says, the non-targetable workaround is just that. The models really need a bit of (g)Max love :-)
But then again, I haven't visited them in at least three years, so I could be crazy :-P
<...and losing his marbles>
Too many elements? Does this affect anything else, (like wings perhaps, may need to know considering my current project...) and is it something to be mindful of? Also, what IS the limit? On a single skin mesh or an entire model itself. I think it would be useful to bring this up, for myself and for others who may not realize.
<not quite...>
Paul how many parts are there to the remorhaz if there is more than 80 then when targeting is enabled it will crash the game, might start there. I duplicated the crash but I am not sure if it occured during an animation or if I was targeting the remorhaz both where happening at the same time.
I defer to Cervantes on this one as I haven't pushed those limits recently. :-P
This is counting each "node" on the model, including dummies, emitters and certainly the wings of the CEP dragons, but I am not sure it counts elements of add-on objects like PC wings/tails.
Could be a good test subject :-)
<...with it>
This info I pass on is only for creatures that I myself know about. Way back in the day when I was doing only creatures I had some discussions with limits on nodes with Brian Chung and he told me the upper limit was 80 nodes on any one creature. More than 80 nodes will crash the game to the desktop when it is targeted.( i.e. if you look at some of the bioware creatures you notice that in some the nodes are actually numbered I believe this was so they could keep track.)
Changing the targeting column to zero in the appearance 2DA is the only work around for this, and yes it is only a work around. The creature should actualy be reworked to take care of this problem correctly.
I don't seem to remember any animation problems with Hardpoints dragons just that several of his reworked dragons exceeded this count this why only certain models of his have this problem.
This is a project I have on my to do list, because I want to use some of these dragons.
Quickest way to see animation bug: Make one of hardpoint dragons replace the normal nwn red, and cast shapechange (to dragon), when you cancel the polymorph form, client crashes every time.
What other animations does it crash with, so when I do rework these I know what to look for when I test them because I never would have thought of a polymorph spell cancelation test but now that you have brought that up I will test that particular spell.
I do know that the red dragon is one of the dragons with the over 80 node count.
When you replaced the NWN dragon did you set the appearance 2DA targetable column for the red dragon to zero as there may even be limitations on the work around.