That would be nice toy to have ![]()
Along with a revamped appearance pack as well.
PJ
That would be nice toy to have ![]()
Along with a revamped appearance pack as well.
PJ
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.
This is what it looks like when the frost giant is equipped with the standard longsword, same as a stock human, and shrunk to the same height. Changing around the various model size multipliers between 0.5 and 2.0 on the frost giant didn't seem to do anything, once the model is sized to the human, the longsword remains puny compared to the human. Weaponsize in this example is 2.0 for the frost giant.

Frost giants seem to be around twice the size of a human in the game, despite their scaling factor in appearance.2DA being just x1.2. I thought most models were made human-sized in this game and then scaled via appearance.2DA (NWN2_Scale_X, Y & Z), but perhaps the frost giant model is actually larger when unscaled by the 2DA? That would throw all the weapon size factors out the window.
If the unscaled frost giant model is 1.67 times the height of a human model, then the x1.2 scaling in the 2DA would bring it up to twice the height. If I measure those two longswords roughly on the screen, the human sword seems to be around 1.6 times the size of the frost giant sword. So the giant's sword is around 0.625 the size of the human sword.
Assuming you've scaled the giant down to about half to get it to human height, that means a sword of an unscaled (100%) frost giant would be around 1.25 the size - which is just about the scaling factor for the model in the 2DA (x1.2). Therefore weapon scaling might not be working for frost giants for some reason.
Weapon scaling is working fine for me:

The one on the left is the standard appearance, with the weapon scale at x1.5. The one on the right is a copy of the appearance type with the weapon scale set to x2.0.
Don't trust what you see in the toolset. Check it in the game instead.
EDIT: I've since upped the scale for halfling weapons. Full human scale would be x1.67 (halflings are 60% the size of humans), but due to this game's chunky Legoland weapons their handles don't fit into a halfling hand at full scale. A scale of x1.25 seems to be a good compromise. A longsword in the hands of a halfling now looks more like a miniature greatsword relative to their height.
Perhaps this has been discussed previously, but I just happened to notice this one today:
for NWN. The ettercaps and owlbears look decent, although it's hard to judge from a small screen shot. Anyway, there they are if anybody finds them of interest.
Would a tendrilled fungus skin effect be sufficient for creating a vegepygmy? Perhaps applied to a halfling model? That would also allow a russet mold trap to be created.
P.S. Here's my creature index.
P.S. Here's my creature index.
I quite like the donkey, although the normal map could do with a bit of work.
[Edit: Boy, did it require some work! There was way too much specularity for a start. I don't know whether 'to polish the donkey' is a euphemism or not, but I've now unpolished one.]
The hare is for NWN. It was uploaded to the wrong section on the old vault.
A camel. It doesn't necessarily need any animations other than idle so it can stand around, any additional animations would be a bonus for the community.
A camel. It doesn't necessarily need any animations other than idle so it can stand around, any additional animations would be a bonus for the community.
One standing and one laying down on the ground would be good. They could be used as VFX that loop their single respective idle animations, allowing them to be placed in unwalkable parts of the walkmesh as eye candy.
I'm using the mountable RWS horses in a module I'm currently working on, where you can ride horses on the overland map (but nowhere else). I created animated horse VFX from them, so that when you enter certain areas from the overland map and dismount, your horses seem to wait for you just beyond the transition trigger.
Hi there CC gods
.
I'd like to ask something about vfx. Could we create different types of rain as vfx? One that will be big and cover quite some space, like the stock snow?
Different types I mean colored. Like blood, or even toxic perhaps. Maybe not create, but change color to the existing rain vfx? Because rain fx exists. And I know 4760 changed the drops of water at some point... so I guess rain could also be possible. Anyway. Some blood rain
. Thanks a lot.
Hi there CC gods
.
I'd like to ask something about vfx. Could we create different types of rain as vfx? One that will be big and cover quite some space, like the stock snow?
Different types I mean colored. Like blood, or even toxic perhaps. Maybe not create, but change color to the existing rain vfx? Because rain fx exists. And I know 4760 changed the drops of water at some point... so I guess rain could also be possible. Anyway. Some blood rain
. Thanks a lot.
My vfx tutorial should cover you, as it covers things like changing snow to reddish ash and replacing snow with flowers. Should be a matter of making a copy of snow and change the effects settings to get the color/speed wanted and tga used.
http://neverwinterva...ffects-tutorial
You could override the texture the default rain uses, but then all rain would look the same.
There are several weather systems that replace the standard rain system (rather than modifying it). I suspect they all use large custom VFX.
http://neverwinterva...-weather-system
http://neverwinterva...-system-lb-v105
http://neverwinterva...-weather-system
My vfx tutorial should cover you, as it covers things like changing snow to reddish ash and replacing snow with flowers. Should be a matter of making a copy of snow and change the effects settings to get the color/speed wanted and tga used.
I was not aware of that tutorial. Thanks a lot
.
I have an idea that someone with such skills may be interested in. The Dock Rowhouse "row" placeables have some unique buildings that we do not have access to as single buildings. If someone wanted to split those into pieces, make sides for them, etc... The community may find them useful.
Not a bad idea. Splitting out the dock row houses would require more work than it might appear, because you'd have to fill in the side gaps with additional walls and windows. But those could be built from copied parts.
I was thinking a few weeks ago that it'd be nice to have some taller dock row houses with a third floor added, plus a set of wooden boardwalks mounted on logs (for mounting buildings on). I know there's a few of the latter around, but not a large set and not in significant sizes like the pavements.
Here is another thought, though I think it is impossible in NWN and NWN2. Did anyone ever figure out a way to have overlapping walkmeshes? By that, I mean having the ability to walk on a bridge and under it.
I am pretty sure I remember reading that this is impossible due to an engine limitation, but who knows, maybe a work around could be done. I know people said jumping and elevators were not possible in Vampire: The Masquerade - Redemption and Rainbow Six 3, but those things were done in both games. I even managed to get 1.60 physics (soda cans, pool balls, etc...) to work in 1.56 of Rainbow Six 3, but that was long ago when I had too much free time. ![]()
The problem is that the walkmesh is two-dimensional.
Maybe with having walkmesh helpers under the bridge/on the bridge/under the bridge/on the bridge and triggers teleporting the entering object from one type of walkmesh to the next walkmesh of the same type (upper1 --> upper2 --> upper3 / under1 --> under2 --> under3 for example).
But this will not really work, at least for NPC and monsters, as they won't find a way to cross the bridge or pass under it, unless you use scripted waypoints and jumps.
I could see a visual effect of an animated NPC allowing you to simulate a two-level walk path, but that would be far more effort than it is worth.
Maybe with having walkmesh helpers under the bridge/on the bridge/under the bridge/on the bridge and triggers teleporting the entering object from one type of walkmesh to the next walkmesh of the same type (upper1 --> upper2 --> upper3 / under1 --> under2 --> under3 for example).
But this will not really work, at least for NPC and monsters, as they won't find a way to cross the bridge or pass under it, unless you use scripted waypoints and jumps.
I've tried a bridge based figure 8 walkmesh using walkmesh helpers that spawned in/out. Didn't work.
I have an idea that someone with such skills may be interested in. The Dock Rowhouse "row" placeables have some unique buildings that we do not have access to as single buildings. If someone wanted to split those into pieces, make sides for them, etc... The community may find them useful.
Yes, it's do-able. At least for the sections at the ends:
