Once it's released, the ettercap should also make for a good meenlock.
Content requests and content creation offers
#651
Posté 16 juillet 2015 - 10:58
#652
Posté 22 août 2015 - 07:36
I am considering critters for the dungeon I am creating.
Is is possible to mount a goblin on a bat. Dismount to fight would be fine so as not to give a huge animation overhead, but could the goblin be put onto and enlarged bat model?
PJ
#653
Posté 22 août 2015 - 08:21
I am considering critters for the dungeon I am creating.
Is is possible to mount a goblin on a bat. Dismount to fight would be fine so as not to give a huge animation overhead, but could the goblin be put onto and enlarged bat model?
PJ
Possibly you could fake it by giving a goblin wings, although that wouldn't give you a flying animation. Perhaps a reskin of a scaled up pixie?
#654
Posté 22 août 2015 - 10:46
That might be fun .... watched the 1939 version of the Wizard of Oz today with the kids. Flying goblins reminds me of the flying monkeys. There could be some humour there ![]()
PJ
#655
Posté 23 août 2015 - 10:42
I've been creating pseudo-mounts for various creatures by applying the rider as a VFX. Here's my Zhentarim Skymage:

He's really just a spell-casting wyvern with a model VFX applied in his OnSpawn script. The OnDeath script removes the VFX and spawns a partially-wounded skymage who continues the fight after the wyvern dies.
I've also created ridable boars for small creatures like halflings or goblins. Since small models tend to be the same size as humans, only scaled down in appearance.2da, I had to create a special scaled-up version of the boar entry. A creature using that new appearance type is then scaled down to regular boar size, scaling the rider VFX down with it.
A giant bat with a goblin on it might prove tricky - you'd have to scale the new appearance type up considerably. You'd probably want to use the modified giant bat model (with the skeleton modified to bring it closer to the ground).
- GCoyote, rjshae et TheOneBlackRider aiment ceci
#656
Posté 23 août 2015 - 11:27
Neat!
#657
Posté 29 août 2015 - 12:15
nevermind, mdb cloner can do what I want.
#658
Posté 29 août 2015 - 05:28
Tintable efreeti and gray render:
http://neverwinterva...and-gray-redner
Makes them more useful, the stock models couldn't be tinted. Now the efreeti can be used for a variety of planar critters, or a half orc war leader or something.
- rjshae aime ceci
#659
Posté 30 août 2015 - 12:05
I am not sure if this is the right thread, but I will post it here anyway. Basically, I am learning the tutorial and getting quite close to starting making a real story-based module. I've looked through the assets I am potentially going to use and I have found almost everything I need. The only thing I haven't found anywhere yet is proper vampire models. My module is going to involve many vampires, and one of the primary characters is going to be a female vampire. It is essential that she is very attractive visually; you know, usual "sexy female vampire" theme. So far I haven't found anything like this by Googling. The default in-game female vampire model is not even close to what I am looking for.
Does anyone have any models like that or links to them, or maybe someone would be interested in making such a model?
#660
Posté 30 août 2015 - 12:33
Assuming you find any of the human or elf models attractive, just set the vampire's appearance to human or elf, and customise her appearance as normal.
#661
Posté 30 août 2015 - 01:01
Hmm, I tried playing with human/elf appearances, but nothing looked convincing. If there was some easy way to attach fangs/claws to a human model, it would work, but I know so little about editing models, both in general and in Neverwinter Nights 2...
#662
Posté 30 août 2015 - 08:30
Well, after a few hours of playing with character appearances, I think, I found something resembling a beautiful female vampire. Drow with Facelift Pack seems to work the best due to their pale skin and somewhat evil face expression. I am frustrated that the clothing is solid, since it doesn't fit the vampires in my universe - but all custom models I've tried looked quite bad, especially due to the clearly visible line where the head connects to the body. This is what I got in the end:

Unfortunaltely, without the glowing eyes she looks just like a Drow in a dark robe. Also, she has the elf ears popping out... Oh well, learning how to edit models is in order I guess.
- rjshae aime ceci
#663
Posté 30 août 2015 - 11:15
A quick-and-dirty way to remove the ears would be to use the alpha channel of the diffuse texture to make them invisible. They'd show up again if the vampire ever cast a spell that overrides the texture though (barkskin, stoneskin, spiderskin, etc).
#664
Posté 30 août 2015 - 11:18
Tintable efreeti and gray render:
http://neverwinterva...and-gray-redner
Makes them more useful, the stock models couldn't be tinted. Now the efreeti can be used for a variety of planar critters, or a half orc war leader or something.
Grey redner? Is that some sort of ginger hair dye for old people? ![]()
- kamal_ aime ceci
#665
Posté 30 août 2015 - 11:40
Grey redner? Is that some sort of ginger hair dye for old people?
errr. yes, that's it. ![]()
I'll have to see about getting that page named properly.
There we go, much better now: http://neverwinterva...and-gray-render
#666
Posté 30 août 2015 - 11:40
A quick-and-dirty way to remove the ears would be to use the alpha channel of the diffuse texture to make them invisible. They'd show up again if the vampire ever cast a spell that overrides the texture though (barkskin, stoneskin, spiderskin, etc).
Hmm, the vampires in my module are supposed to be naturally immune to any magic, positive or negative, so it probably wouldn't be an issue. Also, I am not sure if the ears really need to be removed, since it is not important what race vampires come from. What I would like though is some way to attach claws to this model. I found a few hak packs with claw weapons, but they all look too artificial. The problem is the same as with partially open outfits: they don't connect very well to the rest of the model.
I found though that making the original face texture grayscale works very well, giving the vampire that pale look.
#667
Posté 31 août 2015 - 12:52
What I would like though is some way to attach claws to this model. I found a few hak packs with claw weapons, but they all look too artificial.
A custom set of glove models could give them claws. That's something I've been wanting for a while, since there are clawed gauntlets in various source books that add bonus slashing damage to unarmed attacks. There were even a set of gauntlets in MotB called the Cat Queens Claws that could have used such models.
- rjshae aime ceci
#668
Posté 31 août 2015 - 07:09
A custom set of glove models could give them claws. That's something I've been wanting for a while, since there are clawed gauntlets in various source books that add bonus slashing damage to unarmed attacks. There were even a set of gauntlets in MotB called the Cat Queens Claws that could have used such models.
Do glove models require the use of 3DS Max because of rigging requirements? Or is that something that could be done using Blender?
#669
Posté 31 août 2015 - 10:45
Do glove models require the use of 3DS Max because of rigging requirements? Or is that something that could be done using Blender?
I can't say for sure. If you want the hands to animate then I imagine things get more complex, but for a vampire that only attacks using claws you could probably get away with a non-animated set of gauntlets. You wouldn't want them to be closing their fists during unarmed combat anyway - that would defeat the purpose of having claws!
#670
Posté 13 septembre 2015 - 08:51
A few other texture options for round doors. There's only the aztec looking round RWS Dark Ruins door as far as I know. If someone can duplicate the doors and set them for different texture names, then we could set up the textures we want for them.
#671
Posté 14 septembre 2015 - 02:45
A few other texture options for round doors. There's only the aztec looking round RWS Dark Ruins door as far as I know. If someone can duplicate the doors and set them for different texture names, then we could set up the textures we want for them.
4760 made some NWN Beholder-style round doors that open like a valve. I plan to use those later on.
A question I have is, how much can be done Door-animation-wise with Gmax? Would it be worthwhile learning to use it? I guess I'd need to find a copy Expotron as well.
#672
Posté 14 septembre 2015 - 02:54
Hobbit house doors? I know we have a hobbit style house placeable out there.
#673
Posté 14 septembre 2015 - 03:00
If I remember right only 3ds max 7 and 8 will work for animations in NWN2.
#674
Posté 14 septembre 2015 - 07:03
Would you like the round doors to open like normal ones?
#675
Posté 14 septembre 2015 - 08:44
A problem is that we don't actually have any round door openings in the original models. (Yes there is the aforementioned Hobbit house and a couple of tilesets). We'd still need some placeable door openings to go with them.





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