Content requests and content creation offers
#476
Posté 10 décembre 2014 - 09:13
Regarding using the animated part for various models, I'm afraid I've got bad news: it won't work, due to naming conventions. Or it has to be a creature, with obviously a faction friendly to every other one to prevent it from attacking or fleeing!
#477
Posté 10 décembre 2014 - 10:20
The animated part needs to be separated from the static one. So if you want to remove the animated part, all you have to do is clone the static part or give it a different name.
Unfortunately I can't do that with Blender.
#478
Posté 10 décembre 2014 - 10:26
It's an easy notion to test. Make a scythe that uses the Akachi model number from MotB (which uses transparencies on the texture) and add an effect that causes translucency (like Camouflage). If you can then see through the scythe afterward, then you've confirmed my suspicion.
So much for that idea. Akachi's scythe refuses to become translucent no matter what effect I apply to it. I can however ruin its alpha transparency by applying a VFX that uses a texture swap effect (ghostglow, camouflage, etc).
There's another way to make translucent weapons, using the same trick that the lower legs of the drowned dead model use; clip the diffuse texture out completely using the alpha channel, and give it a dark glow map. The weapon model would still require the alpha transparency flag to be checked, and would also need to support a glow map. Akachi's scythe fits both bills, and some of the MotB quarterstaff models probably do as well, but I'm guessing most weapons won't support either.
#479
Posté 11 décembre 2014 - 05:24
But you don't have to: it's already done.Unfortunately I can't do that with Blender.
Naming convention: if the static part is "PLC_MR_Windmill", the rotating one will be "PLC_MR_Windmill01" (if there are more animated parts, they'll use increasing numbers: 02 for the second one, 03 for the third etc...)
Just get the model and rename the mdb without numbers, and you'll have a new placeable without animated parts.
#480
Posté 11 décembre 2014 - 05:31
Just get the model and rename the mdb without numbers, and you'll have a new placeable without animated parts.
It's the animated part I'm looking for; I can't do that with Blender.
#482
Posté 11 décembre 2014 - 09:06
Thank you! I re-exported the blend models in Collada (.dae) format here. The export didn't preserve the mirror modifier on the Black Legion Axe, but otherwise they seem to be the same models. Let me know if that doesn't work. I tried exporting to .obj format, but the Black Legion Axe ended up with 65K faces--far too many.
The windmill creature works great, and, now that I think about it, that would probably be useful for an airship model as well. But... I don't suppose I can have the textures you used as well? (PLC_BD_House01_Alt_1, PLC_BD_House01_ALT_N, and PLC_BD_House01_Alt_1_T.) I can't find them in the stock textures.
#484
Posté 13 décembre 2014 - 11:14
The export didn't preserve the mirror modifier on the Black Legion Axe, but otherwise they seem to be the same models.
I don't know if the faces were inverted or not in the original model, but about half of them had to be flipped. Anyway, thanks again for the conversion, here's how the new weapons appear:

- rjshae aime ceci
#485
Posté 13 décembre 2014 - 03:19
#486
Posté 13 décembre 2014 - 04:07
Looking at the explanations provided on the nwn2 wiki:
NWN2_Scale_X Width Scaling Pre-scales the model used by the appearance entry. Also effects the scale of any weapon models and accessory models used by a creature using this appearance entry. NWN2_Scale_Y Depth Scaling Pre-scales the model used by the appearance entry. Also effects the scale of any weapon models and accessory models used by a creature using this appearance entry. NWN2_Scale_Z Vertical Scaling Pre-scales the model used by the appearance entry. Also effects the scale of any weapon models and accessory models used by a creature using this appearance entry.
it looks like the weapons are sized IF the model scale is changed. In other words, a giant whose original size is already twice a human's will not have human weapons twice as big. A planetar on the other hand will get weapons 20% larger, as the human skeleton is scaled at 1.2.
So you're right, giants need their own weapons, even if upsized stock ones. The only ones (except custom content) being the giant great sword for the fire giant and the giant great axe for the frost giant, it's true the choice is pretty limited:

Some of the weapons I made fit not too bad though:

(but only the swords have been released - the axes and halberd have just been finalized this week!)
#487
Posté 13 décembre 2014 - 04:15
Looking at the explanations provided on the nwn2 wiki:
NWN2_Scale_X Width Scaling Pre-scales the model used by the appearance entry. Also effects the scale of any weapon models and accessory models used by a creature using this appearance entry. NWN2_Scale_Y Depth Scaling Pre-scales the model used by the appearance entry. Also effects the scale of any weapon models and accessory models used by a creature using this appearance entry. NWN2_Scale_Z Vertical Scaling Pre-scales the model used by the appearance entry. Also effects the scale of any weapon models and accessory models used by a creature using this appearance entry.it looks like the weapons are sized IF the model scale is changed. In other words, a giant whose original size is already twice a human's will not have human weapons twice as big. A planetar on the other hand will get weapons 20% larger, as the human skeleton is scaled at 1.2.
So you're right, giants need their own weapons, even if upsized stock ones. The only ones (except custom content) being the giant great sword for the fire giant and the giant great axe for the frost giant, it's true the choice is pretty limited:
Some of the weapons I made fit not too bad though:
(but only the swords have been released - the axes and halberd have just been finalized this week!)
Hmm, it sounds like it might be easier to make overriding giants that were the giants scaled down to human size. Taking a human sized "giant" and then letting the author scale it up to actual giant size sounds like it would handle the weapons. That would allow the giants to have appropriately sized weapons for any weapon, without needing to make special giant sized ones.
#488
Posté 13 décembre 2014 - 04:45
I don't know if the faces were inverted or not in the original model, but about half of them had to be flipped.
Possibly there's a defect in the export package which did that; I just used the tool that came with Blender. Sorry.
#489
Posté 13 décembre 2014 - 05:49
@Kamal:
That's a way to do it, but then the "giant stuff" (armor, weapons) if the body is lootable will automatically be resized to human scale. Well, you could still make it "giant use only" or not stay when the giant dies anyway.
@rjshae:
It could also come from the model itself, I've seen that very often. Don't worry about it.
#490
Posté 13 décembre 2014 - 06:20
@Kamal:
That's a way to do it, but then the "giant stuff" (armor, weapons) if the body is lootable will automatically be resized to human scale. Well, you could still make it "giant use only" or not stay when the giant dies anyway.
Default for things put in creature inventory is not droppable, so that shouldn't be an issue as the builder would have to mark something as being droppable.
#491
Posté 14 décembre 2014 - 04:53
Very good but a bit of biological advice... Children have larger heads compared to their bodies than adults. Those actually look smaller than normal so I'd scale it the other way
I heard you Eguintir, and here's the result:

#492
Posté 14 décembre 2014 - 10:41
Maybe I dont understand the appearance.2da columns well enough, but I would like to see some giant sized weapons other than the uncivilized hill giant weapon pack (tree branch club, barrel nailed to a beam etc). The frost and fire giants need some weapons that dont look like they just grabbed stuff off humans, but look appropriately sized for the giants to have made for themselves. Upsized stock weapons would be just fine.
There is a column called WEAPONVISUALSCALE that determines how large weapons look in the hands of creatures.
I didn't like how standard weapons looked so small in the hands of ogres. I was creating a skullcrusher ogre who uses a morningstar and a heavy sheild, but the weapon looked like a tiny mace using the standard weapon scaling. I changed the ogre weapon visual scale to 2.0 (originally 1.5), which makes weapons look much more impressive, but also makes heavy shields look like tower shields. I ended up giving him a +2 small shield (the all-metal type with the spike), which looks the size of a heavy shield and provides about as much protection.
#493
Posté 14 décembre 2014 - 11:41
There is a column called WEAPONVISUALSCALE that determines how large weapons look in the hands of creatures.
I didn't like how standard weapons looked so small in the hands of ogres. I was creating a skullcrusher ogre who uses a morningstar and a heavy sheild, but the weapon looked like a tiny mace using the standard weapon scaling. I changed the ogre weapon visual scale to 2.0 (I think it was 1.7 originally), which makes weapons look much more impressive, but also makes heavy shields look like tower shields. I ended up giving him a +2 small shield (the all-metal type with the spike), which looks the size of a heavy shield and provides about as much protection.
Is there some limit? I set that column to 6 for frost giants, gave the frost giant a longsword, and while it was certainly bigger than the human's next to it, it wasn't the comically huge sword I expected to see.
#494
Posté 15 décembre 2014 - 01:10
Is there some limit? I set that column to 6 for frost giants, gave the frost giant a longsword, and while it was certainly bigger than the human's next to it, it wasn't the comically huge sword I expected to see.
The highest WEAPONVISUALSCALE value originally used in the game was x1.5 (the sahuagin entry uses x1.6), so there may well be a limit.
The frost giant model scale is set to x1.2, with their default weapon size being x1.5, which would suggest that weapons should show up at x1.8 human weapon scale (1.2 x 1.5). However I suspect there's a glitch in the scale calculations that divides the scales rather than multiplies them. If it's weapon scale / model scale, then normal frost giant weapons would only appear x1.25 human weapons. If it's the other way around, then they would actually be smaller (x0.8). I expect we'd have noticed if giants were using smaller weapons than humans, so I'm assuming the former is the case.
A weapon scale of 2.0 seems to work. If my suspicions are correct (and I'm not completely wrong), then setting the WEAPONVISUALSCALE for frost giants to 2.0 should have their weapons show up as x1.67 of human-sized weapons.
#495
Posté 15 décembre 2014 - 08:27
As the blue slaad bite can infect the victim and give birth to a red slaad, I created a red slaad:
From left to right: NWN version (less angulous, I doubled the number of faces), red slaad, newborn red slaad.
Edit: added the download link.
The red slaads are now available on the vault. Nexus is under maintenance, I'll upload it there tomorrow.
Both models now on SCoD, although we have to put them to use yet. (Blue Slaad already a selectable race though).
#496
Posté 15 décembre 2014 - 09:24
Nice to know that! Thanks!
You may want to check the properties of the slaadi (I used the values I found in the D&D monster manual ver 3.0 or 3.5, but some I wasn't sure how to implement [translation issue: "cleave" seems to be "enchaînement" in French, which means the ability to "link" another attack; but as far as I know "cleave" rather means "cut through" or "split", right?]). Same for "climbing", I used "tumble" instead.
I also used the same "red slaad eggs" script for the blue slaad and the red slaad, but the red slaad infection should give birth to a green slaad (or a blue slaad if the victim is a spellcaster), not another red slaad.
By the way, I just restarted working on the green slaad yesterday (polishing the weighting, as the idle and walk animations showed strange peaks on the belly and thighs).
#497
Posté 15 décembre 2014 - 10:02
I believe the English version is called "cleave" because when you have the feat and you kill an enemy, you're cutting entirely through the enemy and so your weapon may also hit another enemy on the other side of the one you just killed.
#498
Posté 15 décembre 2014 - 10:06
Ah, I didn't think about that. Yep, makes sense after all. Thanks for the confirmation.
#499
Posté 15 décembre 2014 - 10:30
Nice to know that! Thanks!
You may want to check the properties of the slaadi (I used the values I found in the D&D monster manual ver 3.0 or 3.5, but some I wasn't sure how to implement [translation issue: "cleave" seems to be "enchaînement" in French, which means the ability to "link" another attack; but as far as I know "cleave" rather means "cut through" or "split", right?]). Same for "climbing", I used "tumble" instead.
I also used the same "red slaad eggs" script for the blue slaad and the red slaad, but the red slaad infection should give birth to a green slaad (or a blue slaad if the victim is a spellcaster), not another red slaad.
By the way, I just restarted working on the green slaad yesterday (polishing the weighting, as the idle and walk animations showed strange peaks on the belly and thighs).
Not implemented the scripts and templates you provided, we can make our own versions of those as required. But thanks for providing anyway, i'm sure some will find them useful.
And Green Slaad will be a great addition!
#500
Posté 15 décembre 2014 - 03:56
It'd be nice to have a creature equivalent of PJ's Placeable Cornucopia. Pain's Monster Pack is starting to get a little long in the tooth.





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