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#51
rjshae

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I have to think that a Gibbering Mouther would be a bit of a challenge to build and animate because it's a very chaotic model. But, if done well, it would be awesome to see in the game.

 

SEF is just a Special Effects File. I.e. all the spells, placed effects, appearance special effects, and so forth.



#52
-Semper-

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In any case, would it need to be 3ds Max, or would Blender or Gmax work?  And if you have a link to tutorials handy, I'd appreciate it.

 

as long as the animation package of your choosing is able to export as 2006.11 fbx it shouldn't really matter. perhaps collada is also supported. anyway, to finally export to nwn2 max6-8 is crucial. but there are people around here with access and the needed knowledge. what tutorials are you looking for?

 

@hellfire: since the ankheg is finished is there even a slim chance that you could release it?



#53
kamal_

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I remember searching for a Gibbering Mouther some weeks ago. Googling it came up with mixed results. I saw kamal wanted it in a list he made. I saw that it existed somewhere in a PW, and that a SEF is included in Pains pack. Me, I don't even know what a sef is. Does a model exist somewhere? Or easy to create given that we already have this SEF? Because if I try to use this SEF from Pains as appearance I think it's not a Gibbering Mouther... not complete at least.

Here is a picture of the mouther, it uses a skin vfx over the water elemental. The texture also scrolls as uv scrolling for the texture is enabled on the model. The texture could use some mouths, but I think it's a good way to get a gibbering mouther without tons of work.

 

gib_mouther.jpg



#54
Tchos

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as long as the animation package of your choosing is able to export as 2006.11 fbx it shouldn't really matter. perhaps collada is also supported. anyway, to finally export to nwn2 max6-8 is crucial. but there are people around here with access and the needed knowledge. what tutorials are you looking for?

 

I suppose what I would need to get started is a tutorial or several tutorials on importing already-rigged NWN2 models into Blender and/or 3ds Max, and info on the animation standards...for instance walk loop lengths. 

 

I'd also want tutorials on rigging itself, so that (perhaps later) I could make usable creatures out of some of the models that I have.



#55
Rolo Kipp

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<offering...>

 

For a starter in Max 8/Expotron rigging I do highly recommend Elysius's blog, specifically the Creating New Life series and particularly part 5: rigging and exporting. His Love is a Many-Headed Thing and Creature Modeling (part 3: Rigging Skin and Bones), though older are definitely worth a look.

 

Hellfire's repost of Obsidian's Exporting Animated Creatures is also rather essential reading :-)

 

<...someone else's wisdom>



#56
Loki_999

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I'd give my left testicle for a working Bauriar model. :D


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#57
-Semper-

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I suppose what I would need to get started is a tutorial or several tutorials on importing already-rigged NWN2 models into Blender and/or 3ds Max, and info on the animation standards...for instance walk loop lengths. 

 

I'd also want tutorials on rigging itself, so that (perhaps later) I could make usable creatures out of some of the models that I have.

 

there aren't that many rigging tutorials about nwn2 out there - and rolo already posted the most detailed one. if you're using 3dsmax and tazpn's tools importing is as easy as clicking the import button and selecting the extracted mesh. btw if you're using the gog-vers of nwn2 you have to manually update the plugin .ini of tazpn's tools to point to the install directory because gog doesn't add a registry entry. if the tools don't know where your nwn2 installation sits it can't load the skeleton.

 

of course the skeleton is stripped of all the rigging handles and you have to re-create them manually, if you don't want to animate in fk. obsidian used a max plugin called character animation toolkit (short CAT) which is included in max since vers. 2010/2011 (?). if you have access to this you could also create a proxy cat rig and drive the imported nwn2 skeleton through it, like this guy for example: video link

afaik rws already re-created all the nwn2 skeletons as cat rigs which could come in handy if you need them.

 

animation lenghts are easy to look up. just open the animation viewer within the toolset, load the needed animation and check its length. the walk cycles are usually around 1.3333s. my guess is that they were created with 30fps which makes 40 frames. frame 0 should be your neutral rigging pose and frames 1 - xxx can be used for animation. expotron lets you choose which frames will be exported. there shouldn't be any hard limits on animation length, because they used granny especially for animation blending. if an engine event kicks in the old animation gets interrupted and "smoothly" blends in with the new one.


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#58
kamal_

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I'd give my left testicle for a working Bauriar model. :D

 

I'd uhhh, rather let you keep your left testicle.

 

critter_cagliostro.jpg


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#59
Loki_999

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That's an animated model? :o



#60
kamal_

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That's an animated model? :o

It has idle, walk, 1attack01, and that's about it. No damage/death/casting.

 

Here's the complete list of gr2's for it.

bariaur_anims.jpg


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#61
Tchos

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Thanks, Rolo and Semper.  I'll save and read the information. 

 

I have CAT.  Where would I obtain these recreated NWN2 CAT rig skeletons you mention?



#62
-Semper-

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ask hellfire. if he has still has access to the cat rigs i am sure he shares them with you.



#63
kamal_

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Gibbering Mouther. Texture courtesy Hellfire. This is a vfx skin applied to a water elemental. If someone has a better sound effect to give the mouther let me know and I will add it to the effect.


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#64
PJ156

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Nicely done Kamal_, that is really quite freaky.

 

PJ



#65
Loki_999

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It has idle, walk, 1attack01, and that's about it. No damage/death/casting.

 

Here's the complete list of gr2's for it.

bariaur_anims.jpg

 

Ill take it! Where do i send my testicle?!



#66
kamal_

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Ill take it! Where do i send my testicle?!

Link (to download it, not send the testicle).


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#67
Loki_999

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Cheers.. you have just made me, and some of our players very happy.

 

Hope you get a skeleton for the slaad worked out, for the moment ill be going with using the Grey Render model.



#68
4760

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The skeleton is not the difficult part, it's the animations that go with it that will take time! So far I haven't found a fitting skeleton from the existing ones, but I'm still checking.


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#69
Loki_999

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Got it in game. The dark texture is an issue. I had to put a strong light source near it to see anything. Its like there is little reflectivity on it.

Would be good if skin was tintable. Something you can help with kamal_ or failing that can someone suggest guides to working with .dds files and making textures tintable and setting reflectivity etc...?

#70
4760

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You can change textures easily with MDBCloner. As regards the texture itself (or more precisely how it is wrapped on the model), it's sometimes not easy to figure what shape is for what part of the model!

To make a skin tintable, it's very easy in the principle: just put red, green and blue colors where you want tint1, tint2 and tint3 to apply (not necessarily in that order though, I don't remember which color goes with which tint). How to do it is trickier, as you need to know how the texture is unwrapped. By the way, color blends work too (a white part will be colored by the three tint colors, a purple patch will only be affected by tint1 and tint3 (following the RGB and tint1, tint2, tint3 order I chose above).

Then, with MDBCloner, add the texture to the tint textbox and you're done (for testing purposes, you may work with the diffuse texture [i.e. the dark one you see]) and make it whiter (save as a different name of course). That way, your model will look more albino, but then you can easily change the skin color.

 

Hope this is clear enough!


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#71
Loki_999

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Hope this is clear enough!

 

As clear as mud! :D But ill try and figure it out.



#72
rjshae

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To supplement the above, Hellfire has nice a tutorial here.


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#73
Loki_999

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Oh, hello, its not too bad. Toolset had normal mapped terrain and lighting effects disabled... looks better in game.

 

New problem though... eyes are showing missing texture. Ideas?



#74
-Semper-

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you cloned the model? if it consists of multiple meshes you can't use mdb cloner because it won't link the textures of the additional models (eyes in your case).

afaik there was another program which deals with such multiple mesh models.



#75
Loki_999

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I didn't clone it... just dropped it in as is using the appearances.2da entry provided by kamal_

 

Only difference being that i copied the entry into our own 2da... but can't see that being an issue. 

 

Hm... or something else, because anims are not working right either.  When it walks backwards sometimes the anims fire, but combat anims and walking forward didn't work at all.

 

Oh... and when it walked backwards, it looked like a spear suddenly kept appearing... really weird since it was wielding a scimitar....