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Creature model totally invisible in game


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#1
Eguintir Eligard

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Copied this quote from another thread so all the check list is in one spot along with these 2da explanations below.

 

 

Make a function model (at least one version with valid textures etc... one that works). Right

Make a skeleton. Right

Create a skin modifier out of the two with all vertices being weighted to one of the bones. Actually, a vertex can be impacted by three bones maximum (for NWN2 that is)

Create at least a default idle animation (may not be necessary but let's say that it is, let's me know animation is actually working). Right, not necessary but will allow detecting wrong weighting

 

Export model .MDB file with Expotron Do this AFTER the _skel.gr2 file is saved, it is required for the MDB

Export skeleton .gr2 file with Expotron Do this FIRST, the model needs to have the _skel.gr2 available

Export animation(s) .gr2 file with Expotron

 

I think the only thing missing is 2das entry. Is it not the Appearances.2da file alone? Or is there another 2da. For creatures, appearances.2da. For placeables, placeables.2da (but even animated placeables don't require a skin)

 

I'll be referring to this post often, so may it serve as a checklist for the future. 



#2
Eguintir Eligard

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I found the skeletons at least...

 

Not sure what UNA_idle  is... hope that just means "idle" in terms of the filename convention.

 

 

fatty_skel_data.jpg



#3
Loki_999

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una_idle is the animation for unarmed and idle.



#4
Eguintir Eligard

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not needed, EDITED



#5
4760

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You can just make a copy of the _idle animation and rename it _una_idle, it will work.

Regarding the invisibility of the fatty model: if you want it to be an additional head for humans, the mdb has to be named P_HHM_Head??? where ??? represents a three-digit number between 001 and 256 (or is it 512? The various topics I read about this are not conclusive).

And its skeleton shall also be named P_HHM_Skel??? (but this value '???' is not necessarily the same as for the head: head models can share the same facial skeleton.)

 

To get rid of any issue with the model itself, I suggest you make it a creature on its own:

- export the skeleton under the name c_fatty_skel.gr2 (which you have apparently already done)

- name the model c_fatty_cl_body01.mdb (naming conventions require that the mesh also bear that name) and export c_fatty_cl_body01.mdb

- create a line in appearance.2da as follows:  

2051 Fatty **** 0 0 1 1 1 1 c_fatty c_fatty **** **** c_fatty_skel c_fatty_skel 1 **** 0 0 **** **** **** 3 S 1 1 1 1 1 NORM 1.8 2.6 0.3 0.7 1 0.7 2.5 H 1 24 1 1 ud_misc_0492_crabred 2 9 7 6 0 60 30 **** 0 1 1 **** ****

(of course, change 2051 to whatever line number is free in your appearance.2da. All the values after the second "c_fatty_skel" are copied from an existing model, and won't mean anything for the fatty head obviously, but we need to have something there so I just pasted them as they were.)

 

Then create a new creature (or use an existing one and change its appearance to "Fatty" in the dropdown list): if the head shows up, at least you know there's nothing wrong with the new head.



#6
Eguintir Eligard

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Thank you. How would your advice differ knowing I'm only trying to get the body in game, no head yet. Also is the cloth cl necessary? I'll not be making other armors

#7
4760

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Due to naming conventions, the standard body has to end with _cl_body01 (or 02, etc... but the numbering has to start at 01).

 

Basically, if you wanted to have a fat guy with all possible options, his line in appearance.2da should start with:

2051 Fatty **** 1 0 1 1 1 1 c_fatty c_fatty c_fatty_head  c_fatty_hair  c_fatty_skel c_fatty_skel

 

I hope it'll be legible: here's a short explanation of the different values in the first columns

901-1-1405518845.jpg



#8
Eguintir Eligard

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Ok so it looks like CL body may have been a partial issue, however he remains invisible.

 

I am going to redo all the exports. By the way, when I check the armor slot (to assign him Cloth 0 as the body) there are no options at all under main.

 

Main being the body armor... its blank with no drop down. :(



#9
Eguintir Eligard

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One thing I notice, where you say to put the fulle name "Fatty_cl_body01", for the other models in the 2da that is not done. It would just be c_human

, no armor specified. However I copy pasted a second version without the naming convention and neither work :(



#10
Eguintir Eligard

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Finally found some botched flags in the UI flags.

 

Eureka?

 

fatty_model.jpg

 

 

I am still curious about your answer to the cloth naming conventions? They seem to have an effecet, as in toolset there are 6 fatties and in game only 2, so one of the naming conventions isn't working somehow.



#11
4760

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One thing I notice, where you say to put the fulle name "Fatty_cl_body01", for the other models in the 2da that is not done. It would just be c_human, no armor specified.

Sorry for the misunderstanding.

What I meant is that automatically the engine will add "_cl_body01" at the end: for "c_fatty" or "c_human", the game will look for "c_fatty_cl_body01" or "c_human_cl_body01", these appearances will show in the armor sets (at the far right tab of the creature properties) under main type, "cloth (default)", with number lower by one unit.

 

Finally found some botched flags in the UI flags.

Eureka?

Great news!

 

 

 

I am still curious about your answer to the cloth naming conventions? They seem to have an effecet, as in toolset there are 6 fatties and in game only 2, so one of the naming conventions isn't working somehow.

Well, one thing I'm sure of is that whatever the actual skin, the base model is supposed to be of type "cloth". Even if you create a "nk" or "le" body (for naked or leather armor), it will not show without the "cl" version, even if you can see it in the list.

Could you post the list of the six fatties? Or the names of the mdb?



#12
Eguintir Eligard

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It seems to be working. All fields read as c_fatty in the 2da and that's the mesh name too.