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973 réponses à ce sujet

#76
rjshae

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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....

 

Do you have a duplicate row number in your 2da file? If not, then it sounds like a duplication of object names in two different MDB files that are currently in use. Those have to be unique.



#77
Tchos

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

 

I've sent him a PM to request them.



#78
kamal_

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Do you have a duplicate row number in your 2da file? If not, then it sounds like a duplication of object names in two different MDB files that are currently in use. Those have to be unique.

It's also possible the animations are wonky. I extracted the bariaur from a never gonna be released mod (cough Purgatorio cough) and have not used it myself other than testing that I could get it ingame.



#79
andysks

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It's also possible the animations are wonky. I extracted the bariaur from a never gonna be released mod (cough Purgatorio cough) and have not used it myself other than testing that I could get it ingame.

I think they are still active, just very slow and few in number. Anyway, if I may bring the mouther back, I hear that a vfx is one of the easy "CC" one can do. Can I do such a skin on my own or do I have to find it somewhere? Thanks.



#80
Dann-J

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Reskinning via VFX usually requires taking a copy of the existing skin and using it as a template to create the new skin. That way you can be sure it maps properly onto the creature model.

 

The water elemental is a special case though, since you can map just about any skin that tiles seamlessly with itself and the model is amorphous enough for you to get away with it (especially if you use UV scrolling). If your goal is to create a creature that is made of a solid mass of material (stone, wood, etc), then a self-tiling image also works.

 

The downside to reskinning via VFX is that occasionally a creature might spawn without the effect. Whereas that will never happen if you clone a creature model and reskin it the traditional way. I've noticed the occasional summoned water elemental that appears without the usual SEF (even though it's hardcoded into the creature blueprint).


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#81
Loki_999

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It's also possible the animations are wonky. I extracted the bariaur from a never gonna be released mod (cough Purgatorio cough) and have not used it myself other than testing that I could get it ingame.

 

Hmm... but its working in your test module? And the eyes are textured in yours?

 

@rjsahe - Ah! Now then, we had the old purgatorio bauriar model but it has no anims, but i guess the old mdbs are in my haks causing conflicts. Will check.



#82
Loki_999

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Hm.. nope, no old mdbs or other files i can see there.

 

I have a sad now. :(



#83
rjshae

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The downside to reskinning via VFX is that occasionally a creature might spawn without the effect. Whereas that will never happen if you clone a creature model and reskin it the traditional way. I've noticed the occasional summoned water elemental that appears without the usual SEF (even though it's hardcoded into the creature blueprint).

 

I've never seen that happen. Surely it's pretty rare? It might be something that can be addressed by an addition to the standard On Spawn In script (although the fix'd be hard to confirm).



#84
Tchos

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I've seen the water elemental without its SEF on occasion, as Dann mentions.  Rarely, yes.  Never knew why it happened.



#85
Dann-J

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It's certainly something you notice when it happens, since the water elemental model also uses its normal map as its diffuse texture! You end up with something that looks like a purple modern art sculpture, with the alpha channel on the normal map making certain parts invisible. Very avant garde. :)

 

My tintable water elemental makes the problem slightly less obvious when it happens, since it actually has a diffuse texture. It'd probably end up as a 'slush elemental' though, with a pale white texture.



#86
Loki_999

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Ah, think i got the missing eye texture sorted. The mdb was referencing the old purgatorio eyes.

 

Maybe a similar problem with the anims...

 

EDIT: Ah, right, only got attack anim for two-handed thrusting attack and unarmed walking.  So, i could copy/paste the anim files to at least give anims based off the ones provided, even if it will look strange doing a spear thrust with a sword and board.

 

@kamal_ - you can look at the skeleton and stuff in 3DS MAX or something? Are the node names same as a default mode so we could swipe animations from another skeleton?



#87
kamal_

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@kamal_ - you can look at the skeleton and stuff in 3DS MAX or something? Are the node names same as a default mode so we could swipe animations from another skeleton?

I don't have any skill in animation. I have no idea.



#88
Loki_999

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Thanks anyway... will see what i can do.  If i can make some improvements will let you know.



#89
Loki_999

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Well. at least the MDB cloner fixed the texture issue for me.

 

And i'm fairly certain there is no conflict of skellies/anumations since i just tested it in a new blank module with no additional overrides or haks.

 

So i think there is something screwy with the connection between the mdb and .gr2 files or the gr2 files do not match the model at all.

 

EDIT: Further test... walking unarmed does work, i was just running. When i copied the walk animation and renamed it to run, it ran just fine, which explains why it walked backwards ok, because you cant run backwards!

 

Curiouser and curiouser.



#90
Hellfire_RWS

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if memory serves me correctly, the model is based on the nwn cantaur, you should be able to export the rest of the animations from that



#91
Eguintir Eligard

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Thankfully the post to Elysius's blog has already been made. I asked him specifically to do a step by step process in order rather than just high lights of what he was doing. If you print his blog series in order, it should be all you need.

 

I should learn to do skeleton rigging to the point where it's easy for me. I will be building a skeleton and rigging it for my fatso project, so I am sure I can get in on some of this work right after, while the learnings are fresh.



#92
Loki_999

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if memory serves me correctly, the model is based on the nwn cantaur, you should be able to export the rest of the animations from that

 

I guess that is going to be beyond me then. NWN1 doesn't use granny anims iirc, so i presume you are talking about exporting whatever format nwn1 uses and converting to gr2?



#93
Hellfire_RWS

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if you load up a nwn1 model you can export the skel and animations directly to NWN2

http://www.rwscreati....php?f=18&t=534


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#94
Loki_999

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Thanks Hellfire! Awesome post.  I don't have any of the required tools, but ill get my hands on and give it a try.

 

Really want to get this in game.



#95
Hellfire_RWS

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noticed all the images were broken, fixed those



#96
Loki_999

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Hehe, thanks, was just about to mention. ;)



#97
Loki_999

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Thanks guys for all the help so far and the tutorials and links... i think i may just be able to pull this off.  So excited!



#98
Loki_999

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Got some more questions:

 

1) First one to Hellfire_RWS specifically about your tutorial for converting creatures.

In the tutorial there are a number of nodes referenced that do not exist in this model (http://nwvault.ign.c...s.Detail&id=564). Its the centaur i guess you referred to.

For example, there is no base creature name... eg, in your tutorial there is c_jelly that becomes c_cube_skel and at the end jelly becomes c_cube_nk_body01.  Well, the c_centaur is there, but no plain centaur node.  This i believe is important as this is the skin which requires further action, and yet i could not find which node represented the skin.

In addition there was no dummy01, i guessed at one called dummyroot, no idea if that was right.

 

Is there any way of telling which ones should be used? Or it just requires trial and experiment or experience?

 

Also, not sure it imports correctly because the viewport only shows part of the model textured.... any ideas?

 

2) When you have a DDS created along with a model, but the model (head in this case) does not have the texture properly associated with it, and i do not have the original TGA or DDS. Is there some way of back converting it to the flat image so its possible to try and reapply the texture to the model. Im asking this because the Bauriar head doesn't have any texture on it, or at least if its there, its not properly wrapped. I've no experience of doing uvwraps(?) but seen a few tutorials... if i can get the original texture i can give it a go.

 

3) When i import the NWN2 model into 3DS using the importer on the vault, it works.  But two issues:

3a) 3DS invariably crashes soon after loading when i start trying to change things.

3b) The model has no textures (even the body which appears properly textured in game.

Is there an issue with the NWN2 importer? Known fixes? Or its known to be wonky and shouldn't be used?

 

4) I did get an animation exported, it was an attack animation for a 1 handed slashing weapon (strangely when idle it holds the weapon upside down >.<). The animation played fine when tested in game, at least the creature part worked fine.  The problem was the weapon disappeared and briefly flickers behind the creature.  Pure speculation on my part is either this isn't the actual model that the bauriar was converted from but close enough that it appears to work, or during conversion some nodes were rotated, changed, lost or something, or something is lost with the animation. Anyone experienced this themselves and know the cause (and how to fix)?



#99
Hellfire_RWS

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1) is been so long since i messed with NWN1 models I don't really remember. If you can post a list of NWN1 creature nodes ill give you a map of NWN2 AP node names for them.

 

2) if you apply the unwrap UV modifier (3DS Max) to it, and click edit, you "should" see the original mapping flattened out.

 

3) make sure the textures are extracted with the model and are in the same directory. If that does not work, you need to point max to the right location

 

4) sounds to me like the nodes have been animated OR are not linked to the hand correctly. does the node stay in place when playing the animation in 3DS?



#100
Loki_999

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Thank's Hellfire for the info, i've decided to let this issue rest for now as its distracting me from my other efforts.

 

I gave our players a poll asking them basically how much they wanted a fully playable Bariaur. None voted me expending my effort further on this, either saying get on with other races or just put it in with just the walk animation with a big disclaimer it wont look good in combat.

 

Still your comments are useful and may be useful in the future should i return to this.

 

Now i'd best get back to work making the 50 or so new playable races for our server :D