Q. Is it possible to create an immobile mannikin stand that can wear any form of human (armor) clothing? Like one of the armor racks, but as a static 'creature' that can accept the full range of human armor settings (with tinting)? I think that could be pretty useful.
Content requests and content creation offers
#576
Posté 17 février 2015 - 12:55
#577
Posté 17 février 2015 - 01:51
Q. Is it possible to create an immobile mannikin stand that can wear any form of human (armor) clothing? Like one of the armor racks, but as a static 'creature' that can accept the full range of human armor settings (with tinting)? I think that could be pretty useful.
object type creature
SetCommandable(FALSE)
no AI scripts
EffectVisualEffect(VFX_DUR_FREEZE_ANIMATION)
maybe -- likely to be problems with things like mouseOver tho.
#578
Posté 17 février 2015 - 02:40
object type creature
SetCommandable(FALSE)
no AI scripts
EffectVisualEffect(VFX_DUR_FREEZE_ANIMATION)
maybe -- likely to be problems with things like mouseOver tho.
Thanks, but I was thinking more of an actual clothing stand, rather than a frozen human.
#579
Posté 17 février 2015 - 02:43
ah :)
#580
Posté 17 février 2015 - 03:19
I guess one could give the frozen human model invisible head and limbs, then position the figure around a walkable armor rack. It might not show a proper neck hole though. Perhaps a burlap sack texture applied to the head?
#581
Posté 17 février 2015 - 03:31
I've created some model VFX that I use as static armour placeables, however only the main body of the armour shows up (chest, legs above the knees, and arms above the wrist). They're fully tintable, but each set of tints requires a separate SEF. The accessory models (shoulders, bracers, etc) can't be rotated in a model VFX, and are often facing the wrong way in their default orientation. Upside-down shoulder pads just wouldn't cut the mustard.
You could always introduce a fashion model NPC who walks back and forth, showing off whatever armour you've equipped on them via script. That way you can view your armour before you buy it. It might require a special 'Blue Steel' animation though. ![]()
#582
Posté 26 février 2015 - 11:07
I saw this Salamander variant project show up on the Vault:
http://neverwinterva...del/salamanders
To me they look like fairly decent, with some interesting spikey bits. I don't have a use for them personally, but I know they appear in the Baldur's Gate 2 so perhaps they could be useful for SOAR, if somebody is interested in a porting project.
#583
Posté 27 février 2015 - 12:20
A modified NWN2 yuan-ti abomination or temple guardian might be the easier option. All it'd need would be a new head, a few wavy spikes along the back, and a bit of re-skinning. Then it could use the existing yuan-ti skeleton and animations.
You wouldn't even need a new appearance type if you made it an armour variant of one of the existing yuan-ti models. Just drop the new model and textures into a hak file, create a blueprint, and you'd be good to go.
- rjshae aime ceci
#584
Posté 27 février 2015 - 12:40
That is not bad, it would be cool to see a project make one look closer to the picture I linked below. It is close to they looked like in IWD.

#585
Posté 27 février 2015 - 02:01
That's a nice looking image - except for the presence of nipples on a reptilian creature!
#586
Posté 27 février 2015 - 05:18
That's a nice looking image - except for the presence of nipples on a reptilian creature!
This is D&D we are talking about here. Nipples on reptiles would definitely be far from strange in that setting!
#588
Posté 27 février 2015 - 03:19
This is D&D we are talking about here. Nipples on reptiles would definitely be far from strange in that setting!
That's right. Where else would the salamanders attach the leathery eggs at feeding time?
#589
Posté 27 février 2015 - 03:26
Anyway, [waves hands] "a wizard did it".
#590
Posté 27 février 2015 - 04:32
she turned me into a newt !
#591
Posté 27 février 2015 - 05:50
she turned me into a newt !
Did you get better?
#592
Posté 27 février 2015 - 05:57
aye.
(but she's still a witch)
#593
Posté 27 février 2015 - 05:59
Then she must weigh the same as this duck.aye.
(but she's still a witch)
#594
Posté 27 février 2015 - 06:08
BURN'ER !!!
#595
Posté 01 mars 2015 - 01:39
I do not see any Fomorians for NWN or NWN2. Were any ever created? I could have sworn I saw Fomorians for NWN at one time, but the vault and nexus do not seem to have them.
http://vignette2.wik...=20090519183320
#596
Posté 01 mars 2015 - 10:23
The problem with fomorians is that they're all supposed to look unique, each with different bodily defects. That would require several head and body models, perhaps with some different accessory options as well (you could use accessories as tumours, humps, clumps of hair, etc). That'd be the equivalent work of creating several different new creatures.
Their asymmetry might also make them a lot harder to rig and animate.
#597
Posté 02 mars 2015 - 01:25
No creature should look exactly the same unless it is a twin that has had the exact same environmental and nutritional conditions. Even then, the chances of the exact same cellular divisions throughout development are extremely slim. One could make three variations of heads, 3 hair styles (not including shaven/bald), two-to-three bodies, and it would work quite well. It would be a lot of work for sure, but a very nice addition to our giant selection.
#598
Posté 02 mars 2015 - 01:42
EvilEdison's NWN2 hill giants + tint purple = Formorians basically. Other things might be more time efficient.
#599
Posté 02 mars 2015 - 02:23
EvilEdison's NWN2 hill giants + tint purple = Formorians basically. Other things might be more time efficient.
They're much too pretty for fomorians. ![]()
They're supposed to be twisted and deformed, so nothing with a symmetrical body would be very accurate.

#600
Posté 02 mars 2015 - 03:13
The Demonflesh Golem I converted is asymmetrical. The Ettin may be as well. One could just make a model with one leg being fatter, or have legs be the same same, give a hunchback, etc... To me, that photo looks like the legs may be identical or the right one is a bit wider. The right one seems to have more fat on the front, and a patch of torn/infected skin. There is a hump on his back as well, but other than that, seems to be be symmetrical for the most part. I think a menacing giant with such deformities would represent the species well. Texturing it with veins and uneven skin tones might help too.





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