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#876
ArtemisJ

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I occurred to me that one could potentially take an existing creature animation, find a single "frame" that has a suitably interesting pose for a statue-like figure, then turn that frame into a static, extended animation. All you need to do then is place the creature in in the game, apply a suitable texture skin, and run the animation on it via the heartbeat script. You could make a multitude of interesting statues this way.

 

Unfortunately I don't have access to the animation editor tool, so I don't know how plausible or difficult this method would be. 

 

As far as I know there is no way to import a NWN2 animations key frames.. :(

 

If you were willing to do the animation yourself:

You could .. prop a model into the pose you want.. then export that animation.. using PlayCustomAnimation with blooping = true would have the exact effect.. your animation could be a single frame.

 

Just disable facing target when you talk to them in the onspawn.. Done.



#877
EvilShade

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So, a little odd request. Would someone here be willing to make Plague Doctor masks?

 

https://img1.etsysta...502447_s6kf.jpg

http://img2.etsystat...N.274340902.jpg

 

Just the masks, not the hat. I think one could connect the masks and the top hat from that hatsplosion hak via special effect. These two variations would be enough (for me). Or have such masks been made already and I am unware?



#878
kamal_

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So, a little odd request. Would someone here be willing to make Plague Doctor masks?

 

https://img1.etsysta...502447_s6kf.jpg

http://img2.etsystat...N.274340902.jpg

 

Just the masks, not the hat. I think one could connect the masks and the top hat from that hatsplosion hak via special effect. These two variations would be enough (for me). Or have such masks been made already and I am unware?

The NPC_ShadowPriest appearance is plague doctor - ish even if it's not quite beak+goggles. I always kind of imagined it as inspired by the plague doctors.



#879
kamal_

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As far as I know there is no way to import a NWN2 animations key frames.. :(

 

If you were willing to do the animation yourself:

You could .. prop a model into the pose you want.. then export that animation.. using PlayCustomAnimation with blooping = true would have the exact effect.. your animation could be a single frame.

 

Just disable facing target when you talk to them in the onspawn.. Done.

If you manipulate a model into the pose you want, you can just export that as a placeable. I've done that to make a dragon and a dragonfly statues via gmax. The problem is the default pose of many models often isn't very useful and manual manipulation of the model is difficult to do well.

 

The nwn2 dragonfly creature model used in the dragonfly vfx is remarkably detailed for something so small ingame.


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#880
rjshae

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If you manipulate a model into the pose you want, you can just export that as a placeable. I've done that to make a dragon and a dragonfly statues via gmax. The problem is the default pose of many models often isn't very useful and manual manipulation of the model is difficult to do well.

 

The nwn2 dragonfly creature model used in the dragonfly vfx is remarkably detailed for something so small ingame.

 

Understood. But I find that manipulating an animated model that way doesn't preserve the shape very well. I was just thinking it might be nice to have a handful of animations that produce poses similar to those assumed by the stock statue placeables. Perhaps not worth the effort though.



#881
ArtemisJ

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Understood. But I find that manipulating an animated model that way doesn't preserve the shape very well. I was just thinking it might be nice to have a handful of animations that produce poses similar to those assumed by the stock statue placeables. Perhaps not worth the effort though.

 

It's only an effort because you can't get the Animations that already are made.

Creating a pose and exporting it is trivial.. If you needed anything specific I can do it for you. Just describe what race / gender / pose you need and I'll get you a one frame animation that you can apply via script.



#882
kamal_

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Understood. But I find that manipulating an animated model that way doesn't preserve the shape very well. I was just thinking it might be nice to have a handful of animations that produce poses similar to those assumed by the stock statue placeables. Perhaps not worth the effort though.

It can indeed be a pain. I made some altered versions of stock statues for the stock item pack, and even altering an arm or leg can result in things getting all twisted around.


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#883
ArtemisJ

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It can indeed be a pain. I made some altered versions of stock statues for the stock item pack, and even altering an arm or leg can result in things getting all twisted around.

 

Twisty Arms a real pain to fix.. :lol:



#884
rjshae

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Creating a pose and exporting it is trivial.. If you needed anything specific I can do it for you. Just describe what race / gender / pose you need and I'll get you a one frame animation that you can apply via script.

 

Sure, okay. Mmm, as a test, how about a male half-orc in the posture of "Statue {02 - Noble}" (without the sword and shield)? :)


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#885
ArtemisJ

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Sure, okay. Mmm, as a test, how about a male half-orc in the posture of "Statue {02 - Noble}" (without the sword and shield)? :)

 

 

I made the animation 2 frames.. with one keyframe. All in all I spent about 20 minutes digging up the skeleton for Half Orcs from the data directory and tweaking a few joints here and there in 3DS.

Below are three versions.. A Grey Orc with full armor / weapons.. then two half orcs with nothing on.. one has Stoneskin applied.

The animation isn't perfect, could use a few small changes.

 

The larger shields clip a bit too.. you could in theory have this statue wearing any armor / weapons / shields for a nice variety.

 

Note the left leg of the statue was slightly raised on a stone.. so I did the same... You may wanna add a rock there (which I did for the stoneskinned orc)

 

The Animation has -no- breathing frames so you don't need to apply a Freeze effect or anything.

 

I can provide the Animation File if you wanna tweak it yourself.

 

 

Half_Orc_Noble_Rough.png

 

 

The OnPerceived:

void main ()
{
	ClearAllActions();

        // Apply a Local Variable Anim=NobleStatue (Only works for Half Orc)
	PlayCustomAnimation(OBJECT_SELF, GetLocalString(OBJECT_SELF, "Anim"), 1, 1.0);
}

OnSpawn:

void main()
{
	// The Statue Will Ignore Being Clicked (Important)
	SetOrientOnDialog(OBJECT_SELF, FALSE);

	// Remove Collision (Optional)
	SetCollision(OBJECT_SELF, FALSE);

	// Make the Statue Unbumpable (Important)
	SetBumpState(OBJECT_SELF, BUMPSTATE_UNBUMPABLE);
}

Animation File:

https://www.dropbox....Statue.GR2?dl=0


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#886
rjshae

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Very cool, ArtemisJ. That animation alone could have a multitude of uses. I think I'll find a place for it in Undermountain.


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#887
ArtemisJ

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Very cool, ArtemisJ. That animation alone could have a multitude of uses.

 

 

The Plus side

  • You can have the statue hold any weapon / armor / shield / helmets for easy customization
  • You can change the "stoneskin" VFX to anything custom made to easily swap statue textures.
  • They can come alive! :ph34r:

 

The downside..

  • Can't be "static" so they always highlight.
  • All creatures have collision for a split second even if you disable.. so they need to be placed carefully and it's sometimes hard to put them on top of raised platforms without them walking off it..
    • you also can't stack them on top of each other (They are bound to the rule of no layered walkmeshes)

 

But if you are careful in your design.. using creatures for statues is very fun and actually easier than making statue placebles.. and are smaller in size.. a single animation file is like 20kb..
 



#888
rjshae

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The downside..

  • Can't be "static" so they always highlight.

 

I'm not 100% positive now, but I thought I was able to prevent highlighting of the "statue" by adding a scaled collision ball.

 

The Plus side

  • them on top of raised platforms without them walking off it..

 

Yes, definitely. I usually have to wrap them in a fairly wide walkmesh cutter, then test them multiple times just to be sure.

 

Hmm, might it be possible to do a scripted jump repositioning after they are frozen to make sure they are anchored at the right spot? Or will that restart their animation?



#889
ArtemisJ

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Hmm, might it be possible to do a scripted jump repositioning after they are frozen to make sure they are anchored at the right spot? Or will that restart their animation?

Moving them might put them into the idle.. but you absolutely can do this..  in fact it's a great way to get animations lined up when you have multiple actors..

 

I do this trick a lot. Because you export animations without "reset to origin" you can actually place multiple actors on the same waypoint and then have the animations move them off origin (their current location) and interact..

The animations always will line up then because you have a consistent starting point for everyone.

 

I usually do like.. DelayCommand(0.6, JumpToNearest).. Then do DelayCommand(0.8, PlayCustomAnimation..)



#890
kamal_

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Unified creatures project. rjshae has already compiled the list of creatures and linked them up: http://neverwinterva...eature-projects



#891
kamal_

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Unified vfx pack, this one doesn't require any 2da editing, just finding them.

 

Unified pack of prefab placeables groupings. Another thing that doesn't require 2da editing. Being able to drop a room full of furnishings or a table with stuff on it in at one go is super useful. prefab placeables example: http://neverwinterva...aceable-prefabs



#892
rjshae

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Here are the images in png format so anyone can look. I'm not sure how good they'd look as fx because a lot of the splatter is very small, but they are high res images.

 

https://dl.dropboxus...ity/rj_splat.7z

 

The ones with the highest clumpiness show up well enough, at least when there is sufficient light:

blood_splatter_zpshmtay5wp.jpg

 

For what it's worth, here's four extra blood splatter effects: blood_splatter_fx.7z Use them as you like.



#893
PJ156

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Thanks for those RJS. Going to come in useful.

 

Just for interest, I have made the OC spills and blood objects tinatable. they made very fine liquid spills of all types. 

 

PJ



#894
Tchos

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That was my thought as well.  These splatters can be modified to be useful as any kind of liquid, or even just as a way to add grime to a too-clean floor.



#895
rjshae

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Those are 8-bit alpha transparency effects, so they aren't rotatable. I suspect the textures wouldn't work quite as well if used as single-bit transparency placeables, unless you tinker with the transparency.



#896
Tchos

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Those are 8-bit alpha transparency effects, so they aren't rotatable.

 

I can make 8-bit transparent placed effects rotate.  What I can't seem to do is make them take light and shadow so that they don't glow in the dark.



#897
rjshae

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So, a little odd request. Would someone here be willing to make Plague Doctor masks?

 

https://img1.etsysta...502447_s6kf.jpg

http://img2.etsystat...N.274340902.jpg

 

Just the masks, not the hat. I think one could connect the masks and the top hat from that hatsplosion hak via special effect. These two variations would be enough (for me). Or have such masks been made already and I am unware?

 

Unfortunately, I don't know anybody currently making hat models for NWN2. I haven't tried experimenting with creating hat models yet, although it does seem like that is something that could potentially be done with Blender. (Unlike creatures or animated models, for example.) One of these days there's a few hat models I'd like to try porting...

 

Does anybody know if an attached mask F/X using, say, a cone-shaped model, will animate properly with the creature it is attached to? I didn't have much luck attaching a model F/X to a door, for example.



#898
4760

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If you're not making a real helmet (rigged to the head bone of the skeleton), you could probably use a vfx attached to the ap_eyeright (or left) or the ap_earright (or left), or the ap_mouth attachment points.
However, remembering how the visual effects for the lich eyes are always late following the head movement (thus leaving a trail), I'm afraid the mask will do the same.

Worth trying still.

#899
4760

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So, a little odd request. Would someone here be willing to make Plague Doctor masks?

Is it still requested?

#900
Tchos

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Don't know if this is what you mean, but Peg Powler's hat in my campaign is a model effect on her head, since she's a hag and can't actually wear one of those hats.  It always looks like it's solidly on her head in-game, but in the toolset for some reason it's floating around her waist.