I usually end up merging multiple textures into a single, larger file, then scaling and sliding the UV maps around as needed. It can be a little wasteful on texture space, but oh well.
Content requests and content creation offers
#351
Posté 17 octobre 2014 - 02:40
#352
Posté 17 octobre 2014 - 04:54
The tentacle model used in the Evard's Black Tentacles spell makes an interesting creature, if you add it to appearance.2DA.

I've made three variations so far, all of which use standard textures. The three shown here are all the tintable version, but there's also a version using the barkskin textures (strangler vine) and one using the spiderskin textures (chaos beast).
It has no attack animation, but the idle animation has it wave tentacles about constantly. I've been using the stone golem sound set (the one used by the imaskari golem), as the attack sounds are like something being beaten with rubber hoses. It also lacks a death animation, but a gruesome VFX fountain of goo or gore should do the trick.
- rjshae aime ceci
#353
Posté 18 octobre 2014 - 03:14
Good idea on the vine. Wouldn't be hard to give it a dead animation (lay all the bones flat). If only skeletons could be imported and retain their weighting info from the nwn2 model we could make changes so easily. Actually maybe they don't need it if you can use your imagination enough to move the bones and be satisfied with the result (although you would not see where the mesh might clip itself on intricate moves).
Anyway turtle progress is moving at the pace of... something a little faster than a turtle. I got the bones laid out and mostly weighted, but I am slowly removing and reassigning vertices until everything is right. For example I wiggle the front shoulder and I see a piece of the shell move with it, so I compensate until correct, then move on. This is great practice for project fatty... having a complete model and being assured of it's completeness and being able to focus on bones and animation only. Plus fatty doesn't have an overlapping shell so there should be less vertices to fight with that are hard to see.
Since there is a great potential that I will be done the weights and have it rigged for tomorrow, what do we think of for an idle animation? I am thinking you pretty much have to show a slow slight chest heave to show it is alive. But honestly I never saw a live turtle move when it comes to breathing.... they seem totally immobile until they actually move a leg or turn their head. Head turns will definitely be included in the twitch animations that randomly occur while idling... but the idle itself? Near motionless?
#354
Posté 18 octobre 2014 - 04:07
Land turtles probably do spend a fair amount of time idle, and being reptiles I'm sure they like to bask in the sunlight. Maybe they randomly shift a foot or turn from time to time?
#355
Posté 18 octobre 2014 - 04:13
The tentacle model used in the Evard's Black Tentacles spell makes an interesting creature, if you add it to appearance.2DA.
I've made three variations so far, all of which use standard textures. The three shown here are all the tintable version, but there's also a version using the barkskin textures (strangler vine) and one using the spiderskin textures (chaos beast).
It has no attack animation, but the idle animation has it wave tentacles about constantly. I've been using the stone golem sound set (the one used by the imaskari golem), as the attack sounds are like something being beaten with rubber hoses. It also lacks a death animation, but a gruesome VFX fountain of goo or gore should do the trick.
Is it possible to turn it sideways so we can have it reaching out through an opening?
#356
Posté 18 octobre 2014 - 12:26
#357
Posté 19 octobre 2014 - 05:33
Turtle is pretty much done except some nagging issue. The neck base bone is partially weighted to the shell, making the shell tip move with the neck. I can not get at those vertices while in weighting mode... they won't show up because the neck blocks it.
I tried wireframe but its not a full wire frame, showing only the surface not the underneath. Also tried setting object visibility to mostly transparent but that feature shuts off once I go to weight vertices (edit envelopes mode). How can I make these vertices show up so I can unweight them?
#358
Posté 19 octobre 2014 - 09:51
you already tried to select element (only works if the vertices of the body and the shell are not welded!) and isolate selection, alternatively hide unselected works too.
#359
Posté 19 octobre 2014 - 02:36
Thanks. It turned out the only working option was set the whole thing see through and try to guess witch vertices belonged to the shell through all the mess.
Probably a good time to figure out this other issue now... I have about 1 small section for each thigh bone that has unwanted vertex influence "overflowing" into the torso, and in the case of the back thighs, the tail and torso.
But it's stupid... I not only manually set the absolute weights by hand I even opened up the table. It clearly shows weight 1.0 to torso and 0.0 to thighs and yet I see colouration on one torso vertex when I select the thigh. And it continues to pull on the torso when it moves. I also set the vertices to rigid so that only one bone could influence. This is very annoying and is counter to every tutorial on this process. What can I do when a program fails to respond to this simple input?
Is there also not some way to "delete" the bone influence altogether (change the table to read "-" rather than "0.0" as it does). I tried the delete option to no avail in the table... too common sense I guess.
#360
Posté 19 octobre 2014 - 03:33
check if the vertices really show an influence of 0.0. if so there's a button in the editor where you can remove vertices with zero influence.
#361
Posté 19 octobre 2014 - 05:11
they do... they are in the list box. And in the non list box view. What do i do to remove?
Edit: found the option. Weight table shows only tail possessing any weight number now. Yet the vert remains coloured if i click the thigh bone... why??
#362
Posté 19 octobre 2014 - 06:42
select the vertex and check by which bones it's influenced.
#363
Posté 19 octobre 2014 - 09:56
Work in progress: Magma Elemental. The lava puddle ability is scripted, with a new effect for it. There is no earth glide ability yet, but I can modify my ankheg burrowing scripts for that. Anyone who wants to play with the files so far can get them here.

- rjshae et kamal_ aiment ceci
#364
Posté 19 octobre 2014 - 10:02
Work in progress: Frost Salamander. It's just a reskin so far, with no blueprint or scripts. The new texture is all white, with a complex rainbow-hued tint map that blends the three tint colours together. If we had wings for the yuan-ti models, it could be turned into the Serpent Sibyl.

EDIT: I tried it out with a blueprint based on the Monster Manual III entry. The stats seemed underpowered, which explains why the minimum hit dice is 13 but the challenge rating is only 7. However the combination of fast movement, multiattack, and the aura of cold result in a surprisingly nasty little beastie. This is the sort of enemy that Power Attack is made for.
- PJ156 et rjshae aiment ceci
#365
Posté 20 octobre 2014 - 09:39
Hi there,
Not sure if this is where I would post something like this, but here goes:
Models for Yugoloths are more or less entirely missing from NWN2, and that is a crying shame. In particular, I was wondering if anyone here might be able to make a woflish or jackal-like head, and a matching tail that could be attached to a human model in order to recreate the Arcanaloth look with maximum outfit-customization.
If something similar could be done with a cat-like head, it would be great for making Rakshasas a reality as well.
- Loki_999 aime ceci
#366
Posté 21 octobre 2014 - 11:09
I even opened up the table. It clearly shows weight 1.0 to torso and 0.0 to thighs and yet I see colouration on one torso vertex when I select the thigh.
I've seen the same happen several times. I think it's because there are several vertices at the same location (or so close to each other that only one is shown), so when you select one vertex you may actually click on another one... If you're lucky, you can try zoom in/out to see if there are several vertices. In most cases though, I select a small area around the vertex, and in the weight table make sure only "selected vertices" are shown: then you'll be able to see that you still have one "hidden" vertex still weighted to the thigh.
- rjshae aime ceci
#367
Posté 23 octobre 2014 - 03:11
I thought you might be right and did find a couple more but it's still having this issue. I thought I would show it exactly because it's hard enough to learn this without unexplained issues and I'm about fed up with this project it should have been a 2 hour job tops:
As you can see, there is a tale_base bone, and the main c_turtle bone. As I have indicated with the black circle I have selected two vertices from the tail. The currently selected bone is c_turtle. Yet those vertices are coloured. The weight table shows the currently selected vertices. They say 1.0 weight to tail_base. Yet they are still coloured for the c_turtle bone. W t F
#368
Posté 23 octobre 2014 - 05:02
I have selected two vertices from the tail.
How did you select them? Clicking on them or drawing a rectangle around? I'm asking because the two vertices being weighted to 1.0, both should be red and the triangle should be red too, or at least its base should be. However, I see the right vertex is yellow or orange, which means its weight is shared between two or more bones... Therefore I believe the selected vertex is actually behind the orange one. Selecting all vertices in this area by drawing a selection rectangle would probably show there are more vertices there.
If you want, I could have a look at the file.
#369
Posté 23 octobre 2014 - 10:52
Hi there,
Not sure if this is where I would post something like this, but here goes:
Models for Yugoloths are more or less entirely missing from NWN2, and that is a crying shame. In particular, I was wondering if anyone here might be able to make a woflish or jackal-like head, and a matching tail that could be attached to a human model in order to recreate the Arcanaloth look with maximum outfit-customization.
If something similar could be done with a cat-like head, it would be great for making Rakshasas a reality as well.
Check out page 12 of this thread.
#370
Posté 24 octobre 2014 - 01:42
4760 not sure if you were right or not. The drag selecting did add new vertices but it was only the backside ones that I would have selected manually anyway. However I did find a new step that removes the association fully. First I Set the weight to zero in the table, but the colour remains. Next I simply right click the cell that I set to 0 and then for some reason it breaks off the colour and it is complete. So I will continue on now with this.
#371
Posté 24 octobre 2014 - 06:56
Good to know! So it could simply be a "refresh display" bug then?
#372
Posté 24 octobre 2014 - 01:30
I dont know about that. You would think it would refresh at any number of times such as loading the file etc, but it never does.
#373
Posté 24 octobre 2014 - 02:56
Next I simply right click the cell that I set to 0 and then for some reason it breaks off the colour and it is complete.
is "update on mouse up" checked? you can find it in the options of the weight table or in the advanced parameters of the skin modifier.
#374
Posté 24 octobre 2014 - 02:58
Anyway, I'll keep in mind that if the weighting doesn't change as expected, one possible workaround is to change the 1.0 to 0.0 and then back to 1.0. Now that I think about it, I remember I had to do it too for the blue slaad model (which I apparently didn't release...)
#375
Posté 25 octobre 2014 - 01:04





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