I had this idea to make a wearable backpack which gets shown as a cloak. But simple model renaming didnt worked and I wasnt able to find out how to render the backpack on a PC after equipping. Could someone perhaps make this for me? It would be faster than learning me how to do that
. Or perhaps someone already did this?
Backpack as cloak
#1
Posté 15 juillet 2014 - 02:14
- Verilazic aime ceci
#2
Posté 15 juillet 2014 - 10:05
Take the existing backpack neck model and add the geometry to an existing cloak.
- Import an existing cloak model into GMax or 3dsMax
- Hide all of the cloak model (select all objects, right click on port view and select "Hide Selected")
- Import the existing backpack model you are using.
- Delete the Aurorabase and Ignore_NGon objects from the backpackpack.
- Unhide the cloak model.
- Position the backpack where it needs to be and attach it to the cloak_g node.
- Delete the rendering elements of the cloak.
- Export the model.
- Zwerkules aime ceci
#3
Posté 15 juillet 2014 - 04:41
will try that...
#4
Posté 15 juillet 2014 - 05:13
Silly me, I was editing human male cloak and testing this on dwarf... No wonder I couldnt get it to show ingame. ![]()
#5
Posté 15 juillet 2014 - 05:34
wouldn't it be awesome if this wearable backpack was also a container? ![]()
#6
Posté 15 juillet 2014 - 05:38
wouldn't it be awesome if this wearable backpack was also a container?
which was my intention from start, i had in plan to make it even unusable till you equip it
but after some playtesting in game I am not sure if its worth it - the model behave weirdly as a cloak and when moving its "clipping" not exactly clipping but its not behave as on wings which is unfortunate, I guess I will go the vfx route afterall
EDIT: damn the whole concept is impossible - when the item is equippable it wont show the open inventory gui and there is no scripting command to open item inventory as well - it would be possible to workaround with a database but thats not the route I would want to take
- henesua aime ceci
#7
Posté 15 juillet 2014 - 07:29
thanks for giving this a shot.
#8
Posté 15 juillet 2014 - 08:05
thanks for giving this a shot.
If anyone would want to finish this. It is possile to do but requires so many workaround that its not worth to me. Will explain:
1. either make backpack as a cloak model (which doesnt look very well when moving really)
2. or make a custom content base cloak with model type 0 (that is image selected) but there raises an issue with the cloak 1 showing up whenever you equip this item (this can be workarounded though) and then apply backpack as a wing or vfx
then to make it container either
1. nwncx modification that will move the "open container" into 9' clocks
2. cast spell: unique power which will create an invisible creature, load items from database to her and open her inventory to pc, then with OnAcquire save each item added removed to database and probably limit number of items that can be there
#9
Posté 15 juillet 2014 - 08:09
Maybe I'm just stating the obvious or missing something here (since none of the other dudes mentioned it), but Project Q already has a backpack cloak.
- Shadooow aime ceci
#10
Posté 15 juillet 2014 - 08:15
Maybe I'm just stating the obvious or missing something here (since none of the other dudes mentioned it), but Project Q already has a backpack cloak.
Thanks. Really there is. I am no longer building anything, so I didn't notice this.
And more importantly, it doesn't have those clipping issue that mine take suffers. So I must did something wrong.
#11
Posté 15 juillet 2014 - 08:37
Maybe I'm just stating the obvious or missing something here (since none of the other dudes mentioned it), but Project Q already has a backpack cloak.
I...erm..forgot about that one.
- Shadooow et Jedijax aiment ceci
#12
Posté 17 juillet 2014 - 01:07
It does. I kind of like the backpack with a cloak look though, so I've got a half-finished backpack VFX I was working on (along with bandoliers and satchels and haversacks, ect).
I had an idea though... instead of making the backpack only usable when worn, why not have it usable as a regular container, but when "worn", it applies the VFX, and adds a long lasting temp container contents weight reduction property to the bag? Just a quesiton then of how to "wear" the bag. That would simulate how a full backpack's a bit bulky to carry around by hand, but the weight of it is distributed more comfortably while worn.
#13
Posté 17 juillet 2014 - 01:16
It does. I kind of like the backpack with a cloak look though, so I've got a half-finished backpack VFX I was working on (along with bandoliers and satchels and haversacks, ect).
I had an idea though... instead of making the backpack only usable when worn, why not have it usable as a regular container, but when "worn", it applies the VFX, and adds a long lasting temp container contents weight reduction property to the bag? Just a quesiton then of how to "wear" the bag. That would simulate how a full backpack's a bit bulky to carry around by hand, but the weight of it is distributed more comfortably while worn.
that would work....
just note, I am now working on different and completely unique approach to handle this, will upload it on vault as soon I will be done
#14
Posté 18 juillet 2014 - 05:45
that would work....
just note, I am now working on different and completely unique approach to handle this, will upload it on vault as soon I will be done
Here it is. It's something I had in my mind for a while since I saw the Diablo remake module. It limits the inventory capacity and thus allows to make an item such as equippable backpack which will increase the inventory size. Its not what I wanted but well, maybe it can be useful for someone. The "backpack" is in the demo module - just that it uses normal cloak appearance so the module doesn't need project Q haks.
#15
Posté 18 juillet 2014 - 07:51
And when you unequip the equippable backpack? Either you are forcing the character to drop several items to make room for that page blocker item or you are allowing the page blocker to be dropped. Why not just spawn a container when the backpack is equipped and copy the container's contents to the main inventory when the backpack is unequipped? That way the backpack would be nothing more than a cloak with scripted support.
#16
Posté 19 juillet 2014 - 01:09
And when you unequip the equippable backpack? Either you are forcing the character to drop several items to make room for that page blocker item or you are allowing the page blocker to be dropped. Why not just spawn a container when the backpack is equipped and copy the container's contents to the main inventory when the backpack is unequipped? That way the backpack would be nothing more than a cloak with scripted support.
if you actually tried my project you would know that in such case the "backpack" is not unequipped
because I didnt want to do this in this way? read the above discussion perhaps?
#17
Posté 19 juillet 2014 - 02:59
if you actually tried my project you would know that in such case the "backpack" is not unequipped
because I didnt want to do this in this way? read the above discussion perhaps?
I am interested by claims such as "if you actually tried my project"
Let's looked at what I claimed
Either you are forcing the character to drop several items to make room for that page blocker item
This is completely correct. If the player needs to drop items to ensure safe unequipping (perhaps, I'll discuss this later) of the cloak. A page blocker item is created to check if there is a blank page. If there is not a blank page then
you are allowing the page blocker to be dropped
So far I am right on with your methodology. And no, this is not NWNX where you can disallow actions, your fix is to equip the item when it has been unequipped. However, there are a few things you have not considered.
1) Playing around too much with equip/unequip actions can cause objects to freeze in the inventory slot. I have encountered this many times, and have actually accomplished it in your demo to show that there isn't all that much lag needed for this circumstance to occur.
2) There is a way to force the cloak to unequip which cannot be remedied by assigning an action to equip it. This is often the way to get around the "cursed" flag, and will easily be discovered by characters who have their inventory limited to one page.
3) The backpack page may or may not merge into polymorphs depending on how the inventory is arranged.
#18
Posté 19 juillet 2014 - 03:15
maybe if you wrote: "under this and this circumstances, the page blocker item can be dropped" you get less hostile answer from me, but you didn't
#19
Posté 19 juillet 2014 - 03:25
"Under this circumstance" is when a player does not make room for the page blocker. The either or construction implies this.
However, I am not against page blockers; I just don't see a good dynamic use for adding and removing them in game, when there can be forced unequips that cannot be countered with equips.
#20
Posté 19 juillet 2014 - 03:51
I still don't understand you.
How I am allowing page block item to be dropped? I mean, yes this happens on the background and in such case page block item is immediately destroyed so it won't show up for player and the function to set number of block items returns FALSE so the scripter can deal with that and tell player to clean his inventory.
The first part of you sentence is correct and intented. I don't understand whats wrong or troublesome on that. Its completely logical that if a player equips the item granting him the extra slots, he won't be allowed to unequip it with that inventory slot taken by items. If player needs that extra space for items, then why is he trying to unequip the item granting those extra slots? If thats for some reason needed then yes, he needs to decide what he drops on the ground which is basicall the whole purpose of this limitation (you haven't played Diablo?).
If someone is trying to bug this by spam equipping different cloak or spam unequipping this a freeze item issue is expected, this won't happen normally. And if this happens a relog fixes this (which is not possible in SP but again - player must try hard to break it to really break it).,
And it works just fine in polymorph - it still tries to disable the slot in polymorph but if that fails nothing happen only a feedback message. So after polymorph, either the page is blocked if there is nothing there or not. No issue anywhere.
#21
Posté 19 juillet 2014 - 04:08
Correct, the dropping of the page blocker doesn't mean much on its own, unless you are thinking in terms of what that means when the item cannot be re-equipped. As is a player can easily get their second inventory page for free from just the forced drop of the backpack (point 2). The freezing issue is lag dependent (not necessarily having a long stream of equip/unequip, although these actions tend to use the most lag). Polymorphs just bring up an inconsistency, not a game problem.
My idea was instead of messing with the already existent page blockers, to instead use a container to give the extra space (and weight reduction if that is needed). Link the container to the backpack when it is equipped, and if there is not enough room for its contents, they will simply drop to the ground due to the way they are copied. The container can be deleted when the backpack is unequipped. No need to try to force the backpack to remain in its equipped position.
#22
Posté 19 juillet 2014 - 04:29
Explain me the forced reequip.
This is not a patch or override that player can install to use in any module (and which player would want that?). This is intented for module builders.
Now if a module builder add this and allow some kind of force unequip then how is that fault of my concept?
Plus the only force unequip I can imagine is in custom ILR where if you equip something you dont have required level its unequipped - in such situation nothing happens because there will always be a free space. Never saw different purpose for forced unequip and again - if there is its builders responsibility and he needs to deal with that.
#23
Posté 19 juillet 2014 - 04:54
Shadooow, I have PMed you the details.





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