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#251
kamal_

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I can make curved swords pretty easy or any ethnic weapons if I have pictures. Clothing is altering a model body and a lot more work although I can do hoods pretty easily as helmets, like the desert head cover s

picture reference for clothes and weaponry:

https://dl.dropboxus...nity/arabian.7z

 

The weapons are the jambiya (wide short dagger), kopesh, a sort of scimitar with a huge curve, and another scimitar. I know the Baldurs Gate Sword Coast has a kopesh, but they didn't share. These items may exist for nwn2 out there, I'm not knowledgeable about custom items and armor.

 

This is the "you may get what you request and you may not" thread, so if there's nothing in there you want to do that's fine.



#252
Dann-J

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One of the original scimitar blade models looks more like a khepesh than a scimitar. I've long since replaced it with one of Escrimator's scimitar models.

 

I actually have a bronze sickle-sword in my sword collection. It's probably my favourite piece. I had it custom made, based on one of the more functional early Canaanite designs (before the egyptians turned it into an impractical status symbol).

 

Ancient+Egyptian+Swords.jpeg



#253
Eguintir Eligard

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What about the tinted chests tchos mentioned above?



#254
Tchos

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2014_08_04_18_27_46_Obsidian_Neverwinter

 

There's a picture in my development diary that looks just like that, from when I was doing it!  Mine are replacers, not new models, because of that issue.



#255
Eguintir Eligard

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Hey can anyone just briefly fill me on on how the weapons work? I notice it is only one item, for example, w_dag02, one mesh. But in the weapon making area of the toolset, you can should a different handle, hand guard, and blade. As far as I can see in the model there is no distinguishing them other than that they are seperate elements, but all connected as one mesh. Is that all I Do?



#256
Eguintir Eligard

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Already have the shape of that curved dagger. Just have to 3d-ify the handle, and texture and it will be done. Is there somewhere I should put it when done?

 

I will try and include the little ornate detail on the blade bottom, but the blade handle itself... pointless busy work as it will be covered by the hand of the wielder. so I'll go with a copperish finish.

 

This link should work for anyone let  me know if it doesn't. Has original and comparison

 

https://picasaweb.go...eaponAndClothes



#257
Tchos

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I think if you make a weapon, it needs to have attachment nodes added to it so that enchantments will appear with their intended visual effects.  This is based on seeing no enchantment effects appear as they should on certain custom weapons.



#258
Eguintir Eligard

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I know about the nodes. But it doesn't explain how the engine has 3 parts for each weapon but only 1 model. I guess I will just split it into 3 elements and see if that works.



#259
Dann-J

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I know about the nodes. But it doesn't explain how the engine has 3 parts for each weapon but only 1 model. I guess I will just split it into 3 elements and see if that works.

 

Not all weapon types use all three model parts. Some only use model A, such as daggers, kukris, spears, staves, handaxes, kamas (to name a few). It's mostly the weapons with guards that use all three model parts (longswords, greatswords, katanas, etc). For a new dagger, you might as well follow the existing dagger conventions and only use a single model.

 

When I created a couple of lance models I only used parts A and B (the first being stretched spears, the second being rapier hilts).



#260
Eguintir Eligard

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the dagger I opened had 2 parts. But whatever it is Im sure it will work in game somehow



#261
Tchos

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If you're not going to mix and match parts in the toolset, I don't think it matters.



#262
Happycrow

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Kamal, let me check tonight, I have sabres made that look a bit different and may fit your bill, for my project. I just have to double-check whether they're single-part or multi.  But they have yelmen, unlike a the normal nwn2 stuff.



#263
rjshae

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There doesn't seem to be much in the way of new belts. The only one I've run across is in The Dark Armory set. You'd think there would be all manner of girdles, scabbards, shoulder pouches, belt pouches, and quivers.



#264
Eguintir Eligard

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Weapons are so easy I don't mind doing them all. Really only textures slow you down at all when it comes to modelling still items and weapons don't need very complex textures for iso viewing

#265
Kanis-Greataxe

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I'm currently working on several different types of weopons, most of them I already have them made just have to do all the textures for them, I'll post some pics when I can

 

 

 

Some of the things I'm working on is more Oriental weopons, Templar weopons, the Lion headed and Dragon headed Katanas from Highlander (these 2 are almost done) some scimitars, and various others.



#266
Eguintir Eligard

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You realize highly detailed pommels will be virtually unobservable in game right? The camera doesnt zoom in nearly far enough plus even when fully zoomed they hide under arms for the most part.



#267
Kanis-Greataxe

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I Know it will not have all the intricate carvings of the hilt but I already have a test model of the dragon headed Katana in game  and you can tell what it is even from a little bit of a distance. and the 2 from Highlander may not be release they were more for my personal use. the rest are not as intricate as these 2 



#268
Happycrow

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EE: even less time (and overhead!) if you recycle already-existing textures like the base game does.  My project adds twenty or thirty weapons, I think, without a single new texture (except for one or two of Tarim's that are going to be stolen-with-attribution).



#269
Eguintir Eligard

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how can I steal textures that are mostly UVW templates though



#270
-Semper-

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how can I steal textures that are mostly UVW templates though

 

if that was a question then here is the answer: simply adapt your uv islands to the used texture.



#271
Happycrow

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Easiest way to do that in my book, EE, is to assign the materials while you're working the mesh, so in max or gmax, you can look in the perspective plain to make sure it looks right and tweak your vertices to suit. Especially for weapons that have lots of long-straight surfaces, simply moving the verts around can make a huge difference. That way you can see if the results are acceptable.  Is it as schmancy as having its own custom texture? Not at all. But it makes for WAY less overhead.

 

Now, Semper's forgotten more of this stuff than I'll ever know, but that's how I did the weapons for my project w/o using extra textures.



#272
kamal_

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Arid Coliseum, bear statue, snake column in retint and sandstone, and runed column with various illumination maps (including a blank one for a non-glowing column). Broken runed column also available with these illumination maps. On the non-glow column, the runes are separately tintable. On the glow columns, the tint does not affect the glow.

 

Casks and chairs are also done, but pretty boring looking.

 

arid_42.jpg

 

arid_43.jpg


  • rjshae aime ceci

#273
4760

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One the right is the result of what happens when I try to set up new ones, things don't attach. I used MDBcloner on the two chest parts. Someone else who knows more about modelling will need to solve this.

 

The two chest parts are linked together, and saved as two distinct meshes, but use the same gr2 file.

The naming convention is that the static part (or the reference if everything is animated) is given the reference name (say, pirate_gold_chest) and all moving parts, linked to it, named pirate_gold_chest_01, _02, etc.

The animation file is of course named pirate_gold_chest.gr2 in our example.

 

So, if you rename the two mdb files without saving the corresponding animation, the game won't understand how they interact with each other and will just place them at the reference position. Basically, you've encountered the same issue as the wraith spider.



#274
kamal_

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All the rest of the objects I plan on doing are now ingame with their arid textures. I still have to fix up the tintmaps. 4760 has graciously agreed to help with the animations for the placeables that require them.

 

arid_45.jpg


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#275
PJ156

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Is that going to be an adobe shipwreck. I can see why it sank in that case :)

 

PJ