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Spider reskins


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#1
kamal_

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Eek! A Spider!

altnernately...

Lolth will be pleased.

 

Reskins for the various spiders in the toolset, including the dire spider that does not have a blueprint but does have an appearance 2da entry. Includes a fully retintable version of each spider, as well as various variations, particularly glowing ones.

 

Vault

http://neverwinterva...-spider-reskins

Nexus

http://www.nexusmods...ter2/mods/939/?

 

spider.jpg

 

spiderbone2.jpg

 

spiderphase.jpg

 

retinted construct spider shown 2nd from left, bottom row.

spiderconstruct.jpg


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#2
IAmDeathComeForThee

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Awesome! :D



#3
Dann-J

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No wraith spider? That's another one with no blueprint.



#4
kamal_

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No wraith spider? That's another one with no blueprint.

The wraith spider has the same problem I ran into with the stag beetles, a model part that doesn't show the new texture even though gmax indicates it has been assigned. For the stag beetles, that was the pincers and not such a big deal. For the wraith spider, that is the bulb of the torso, so it's the bulk of the model. I haven't figured out why. I've seen it with three different creatures so far, in each case the part that won't show the texture has "extra" in it's model name.



#5
4760

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So that's probably a "doesn't follow the naming convention and is therefore skipped" issue? Let me have a look. So, we're talking wraith spider, stag beetle and which is the third one?

 

Edit:

It cannot be this, as the models appear correctly without the texture change, and there are others (like dragons) with an extra model, so the reason is somewhere else.


Modifié par 4760, 21 juillet 2014 - 11:38 .


#6
4760

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a model part that doesn't show the new texture

I suppose you didn't forget to save the extra mdb... What about mdbcloner (just to check if adding the new tint and glow textures to the new mdb works that way)?



#7
kamal_

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Umber hulk also has the "extra" model part. For the hulk it hadnles the pincer jaws and the antennae. I use mdb cloner to make my new models, and clone both the main model and the "extra" piece.

One thing I have nout found yet is a creature that has both a head model and an extra model. The trolls and gargoyles have a main plus head (plus wings for the gargoyles). The stag beetle, wraith spider and the umber hulk have the main plus extra model to make the creature. I wonder if it isnt indeed a name convention thing, where the "extra" should properly be "head". The "extra" models seem to follow the naming convention for the creatures otherwise. Since the three "extra" creatures do not have any alternative appearances in the stock game, this may be something that is a model problem that never became apparent because of the lack of alternative appearances. I wonder if a simple rename of the "extra" pieces to a normal head naming convention would solve the issue. It would be easy for anyone to try that with the released stag beetle reskins. Possibly the appearance.2da would have to be adjusted as well, I am not in front of the toolset.

#8
kamal_

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▲▲▲ on the mobile phone, sorry for those spelling errors.

#9
4760

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YES!
I got it to work! It's not actually a naming convention issue, but a name parsing (I think) "bug". Wouldn't you have renamed the spider wraith variantes like c_spidwrai01_cl_body01 (using of course c_spidwrai01_cl_extraA01 abdomen), c_spidwrai02_cl_body01 (in relation with c_spidwrai02_cl_extraA01) by any chance?

That's what I did, naturally, and got nothing (not even the stock textured spider). Checking the length (I wouldn't be surprised if the 32-character limit applies there too), I was certain it wasn't the reason, and decided to use a totally different name to make sure it was not some name conflict problem.

As it worked, I tried again: no variantes as soon as there was a digit in the name. I replaced 01, 02, by a, b and got this:

901-1-1405956918.jpg

top: wraith spider with the stag beetle colors

left: stock wraith spider

right: wraith spider with Krystal texture

 

The problem I see is that MDB Cloner alone will not suffice, as the name of the mesh needs to be changed (otherwise, all versions will use the standard extra mdb: that explains why all the stag beetle mandibles use the same color.).


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#10
kamal_

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What I did was use mdb cloner and change the last "01" to 02.... etc. This has been the naming convention for how models normally work. I cant actually open the models in gmax (which is all I have), as doing so causes it to lose the skeleton, leading to bad things. Can you be clearer on just what you did to get it to show up properly? Did you open the "extra" part in a modelling program and change something?

#11
rjshae

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When I want to change the names and/or textures for a multiple part model, I use a hex editor and follow the MDB format. It's pretty straight forward once you get the hang of it.


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#12
4760

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Can you be clearer on just what you did to get it to show up properly? Did you open the "extra" part in a modelling program and change something?

Yes, I opened the main body and the extra part and renamed them similarly. But using numbers didn't work, whereas letters did.

In other words: I opened c_spidwrai_cl_body01 and c_spidwrai_cl_extraA01, renamed them c_spidtga_cl_body01 and c_spidtga_cl_extraA01 (tga for Tint, Glow, variation A) and exported the new mdb under the mesh names after having changed the textures.

How many wraith spiders would you need? (that is, if rjshae's solution doesn't work for you).



#13
kamal_

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Yes, I opened the main body and the extra part and renamed them similarly. But using numbers didn't work, whereas letters did.

In other words: I opened c_spidwrai_cl_body01 and c_spidwrai_cl_extraA01, renamed them c_spidtga_cl_body01 and c_spidtga_cl_extraA01 (tga for Tint, Glow, variation A) and exported the new mdb under the mesh names after having changed the textures.

How many wraith spiders would you need? (that is, if rjshae's solution doesn't work for you).

Looking at the hex may as well be greek at this point. How about doing a single Umber Hulk? I can see if I can mbdclone that, and I'd rather do the hulk than have yet another spider variety when there's already 5-6 different spider varieties.



#14
Dann-J

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The problem with the 'extra' models is that you can only have one per creature, regardless of how many alternate body types you have. That's why my new dragon types (red dracolich, shadow dragon, white dragon, brown dragon) all had to be cloned with new model names, which require a new appearance.2DA entry. Damn those 'extra' wing models!

 

That's also why the blue dragon's tail armour never showed up in the game. The model is there, but it's a second 'extra' model which the game engine doesn't want to support.



#15
Happycrow

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I wound up mutating the puppies as a slave-beast for illithids by removing the hulk's extra part (can't remember how I did it now, I think I cheesed out and used transparency) -- wound up looking quite a bit different.



#16
4760

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I finally decided to finish what I started on the wraith spiders... So here are the new spiders (all based on the stock wraith spider), from left to right and top to bottom - same as reading this post  ;) ):

 

- stock wraith spider (was missing the blueprint, the properties and bite)

- shadow spider

- coral spider

- glow coral spider

 

- spider of the underdark (maybe I've been spending too long on the Valsharess!)

fiendish spider

fiendish glow spider

- green spider (the underdark spider is tintable), as I found references to this species in the tlk but no blueprint.

 

- cristal spider

- cristal glow spider

- glowing wraith spider

- tintable wraith spider

 

901-1-1410196663.jpg

 

As you can see on the close-up below, the legs of the fiendish and cristal spiders allow these beasties to inflict piercing and slashing damage (as opposed to piercing only for the other spiders):

901-1-1410197467.jpg

 

Any suggestions for the name of this one?

901-2-1410197467.jpg

 

Package not released yet, as it's not only a reskin (rather new species, for which I'm still creating the bite and properties).


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#17
rjshae

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These will be nice. It's always good to have mysterious new creatures (and creature variants) to throw at the party. It keeps the player from taking things for granted.

 

Any suggestions for the name of this one?

901-2-1410197467.jpg

 

Package not released yet, as it's not only a reskin (rather new species, for which I'm still creating the bite and properties).

 

The textures look familiar. Starfish Spider? Coral Spider?



#18
Loki_999

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*shivers*



#19
4760

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I found two other types of spiders at tf3dm:

 

901-1-1410347695.jpg

 

I hope the author is still around and will accept to have the tarantula converted to NWN2 (else, I'll be in the same case as rjshae for the viking long boat!)

 

Edit:

Nevermind, it's probably easier to recreate the body around the existing skeleton, and I already have a few pictures that can be used for the textures.


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#20
Happycrow

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Wanna REALLY creep players out?  Set up a spider bite/creature bite in baseitems.2da with a REALLY short preferred attack distance, so the creepy legs are all around the PC when it attacks....en masse, from all sides.


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#21
4760

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These will be nice. It's always good to have mysterious new creatures (and creature variants) to throw at the party. It keeps the player from taking things for granted.

 

 

The textures look familiar. Starfish Spider? Coral Spider?

 

The package is now available on the new vault and nexus. I haven't set any new spider bite in baseitems.2da, but I made new creature properties and bite weapons to give more variety to the spiders creatures.


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#22
rjshae

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A very nice variety indeed--perfect for a wilderness or underdark encounter at any level. :)

 

Now if only we had a real giant centipede. It would probably be an absolute nightmare to animate all those legs though.



#23
Loki_999

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A very nice variety indeed--perfect for a wilderness or underdark encounter at any level. :)

 

Now if only we had a real giant centipede. It would probably be an absolute nightmare to animate all those legs though.

 

Or a human centipede? :D



#24
Dann-J

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http://en.wikipedia....i/HumancentiPad



#25
Dann-J

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The problem with the 'extra' models is that you can only have one per creature, regardless of how many alternate body types you have. That's why my new dragon types (red dracolich, shadow dragon, white dragon, brown dragon) all had to be cloned with new model names, which require a new appearance.2DA entry. Damn those 'extra' wing models!

 

 

I love it when I prove myself wrong. It seems that you can only have one set of 'extra' models *per armour type*. That means one for cloth, one for hide, one for chainmail, etc. Therefore if you create an alternate textured version of a creature and you also want to reskin the 'extra' model, you simply clone the body as an armour type other than cloth, then clone the 'extra' model as something other than a '_cl_' model.

 

I recently download the donkey model from the new vault, and decided to clone it as an alternate version of the brown horse model. I cloned the donkey model as a hide armour variant, then cloned the donkey mane and tail 'extra' models as '_hd_' models instead of '_cl_'. Now different manes and tails show up depending on whether you select cloth01 (the standard brown horse) or hide01 (the donkey).


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