@ kamal_ Shouldn't that be "Feed Me Shemsu"? ![]()
TR
@ kamal_ Shouldn't that be "Feed Me Shemsu"? ![]()
TR
Some very cool entries this month, although I will always have reservations about imprt of any WoW stuff into NWN.
@ MD - LOVE the gorilla stuff.
@ SH - *thumbs up* on the crocpeopole, but the carnivorous plant especially is something long overdue in NWN.
Is there a chance of making a variation that may pass for a 'normal-ish plant' when stationary and then suddenly starts chasing you with teeth and stuff? Or perhaps 2-3 placeable plants of similar shape/size/colour.
Some other random ideas taking off from that - the green monster flower head becomes red/purple in 'attack mode' or 'blood-splattered' on hit/damage. Going further, and taking inspiration from henesua's slime idea (kill larger slime => spawn 2 smaller slime) - on 'death' of the large plant it splits into several smaller bits with teeth that go after you.....
Is the gorilla model originally from WoWC?
Wow, triffids which require a new set of animations, animating texture version, polymorphism, etc....
Sorry if I'm disappointing you guys, I don't Know too much about animations or scripts. Also I'm not especially interested in more carnivorous plants. I have made this because there wasn't another carnivorous plant done for NWN, and I thought that people could be interested on that. However I finally decided to doing that because I had found a suitable free model at opengameart.org. Even when the model had a huge quantity of polygons, requiring many work to simplifying it, and neither had textures. It still was a good help, in addition to MD worms animations, to started with that.
However I'll be pleased if anybody of you will make their own variations of the carnivorous plant...
@ KlatchainCoffee: Actually I'm more proud of the werecrocodile; It had required more work and creativity by my part than the carnivorous plant...
Carnivorous Plant at opengameart
Is the gorilla model originally from WoWC?
No, I'd assume it refered to the lion, zebras and talbruks as WoW has a very distinctive art style. The gorilla would look for too realistic for that.
No, I'd assume it refered to the lion, zebras and talbruks as WoW has a very distinctive art style. The gorilla would look for too realistic for that.
Just checking
I didn't want to start accidentally incorporating something from another game....now on purpose is another story all together. I really like those animal skins and I might only personally change the skins a bit and think up some of the limbs. I also really like WoWC's bear and canine models.
Girallon looks fantastic MD ![]()
Love to see a "snow version" of it too. (It can get quite cold at the top of Kilimanjaro )
On another issue:
Can one move the impact node of a supersetted model just anywhere within the model's worldspace with impunity from Nwn?
(I mean, will the individual model function correctly when it's impact node is positioned differently than the superset model?)
It is the point from which the engine determines contact and location between objects, right?
How many impact nodes can there be? (Only one?)
<Due to my ongoing project issues:>
Should I consider the inclusion of alternate nodes (aka wings, rhand, etc) in these animal conversions for future builders?
I saw a critter with wing nodes somewhere in Nwn, was it Q? d20?
Can creatures support wing nodes? vfx? other?
Through the inclusion of a game recognized node can geometry be independently controlled / accessed for any (all) of S, L, F models?
Other nodes that I am aware of may also be viable for what I have expressed in other threads. I have not had time to investigate.
Which non geometry nodes shall be included in creature files? I can imagine animated spell effects doing what I'm considering...
<still justly vetting those more resistant critters>
Girallon looks fantastic MD
Love to see a "snow version" of it too. (It can get quite cold at the top of Kilimanjaro )
On another issue:
Can one move the impact node of a supersetted model just anywhere within the model's worldspace with impunity from Nwn?
(I mean, will the individual model function correctly when it's impact node is positioned differently than the superset model?)
It is the point from which the engine determines contact and location between objects, right?
How many impact nodes can there be? (Only one?)
<Due to my ongoing project issues:>
Should I consider the inclusion of alternate nodes (aka wings, rhand, etc) in these animal conversions for future builders?
I saw a critter with wing nodes somewhere in Nwn, was it Q? d20?
Can creatures support wing nodes? vfx? other?
Through the inclusion of a game recognized node can geometry be independently controlled / accessed for any (all) of S, L, F models?
Other nodes that I am aware of may also be viable for what I have expressed in other threads. I have not had time to investigate.
Which non geometry nodes shall be included in creature files? I can imagine animated spell effects doing what I'm considering...
<still justly vetting those more resistant critters>
WHITE APES
The garillon shares skin textures with the gorilla and bar-lgura. I do have a white one I am working on, but the area lighting keeps coloring it brown tinted, even when the lighting is set to white. I don't get it.
IMPACT NODES AND OTHER USE NODES
The impact node is the position from which the impact vfx are positioned. I believe the actual location/size of the model is based on its position in relation to the aurorabase. For instance if I have my Garillon, which is long like a dog or cat model, positioned like an upright human, with its rootdummy nearly over 0,0 on the aurorabase, then the bent-forward Garillon would more likely pass through target creatures as it attacks, and similar when it is attacked. It will also more likely pass through walls as it walks around (at least the head). I took a funny screen last night of the gorilla's ass stuck right up against a pillar and it appeared as though it was itching a bit of something and the cheeks were wrapped around the tree. This again, is based on the center of the aurora base being 0,0.
So to answer your question, you can move the impact node to wherever you think the impact should be, and where impact oriented duration graphics should be played from. Same with the head node. They CAN even be attached to other nodes, rather than floating free, although you may find that free-floating pre-placed conjuration nodes look better if you try to move while long-duration VFX play from them. As an example, if you parent the head conjure node to the hand or torso, if you are allowed to walk while a head-based VFX is playing, it can cause some very interesting effects with gravity/mass particle emitters, as well as beams, especially those with linked or trailing effects.
There should only be one of each node type, as far as I understand, but I don't know what the engine will do if more exist.
INCLUDING SPECIAL NODES
As far as including stuff you aren't currently using, I would not bother. Unless you can successfully build wings and tails, or are offering packages of special wing or tail based gear to attach to your creatures, I would personally let the other person do that work and release another model pointing to your base animation. If you place your nodes in places they can't use anyway, they'll already have to do this anyway.
That being said, if you have a creature that might normally cast beam effects from a horn, an eye, etc, I would suggest placing monster nodes on your creature. If you google some of OTR's monster node details, you should get a video of how it works, if it is still up.
http://forum.bioware...pe-demo-module/
WINGS AND TAILS: USE WITH CAUTION
Creatures can support wing, tail and weapon nodes. You must pick the correct model type in the appearance.2da column named MODELTYPE. I believe if you want to incorporate wings, you add W to the entry, and if you want a tail, then you add a T. F type models have access to larger quantities of animations, and you would need to clone your animations that are for creatures to F-type animations for PCs. If you don't do that, they will stand still during that animation, or in some cases, continue to play the last animation which was defined and requested. The other two types of anim styles are L and S. The details for all these can be found on the NWN wiki page for appearance.2da.
If you intend to use made-for-PC wings and tails, I suggest using a combination of the NORMAL speed setting for your creatures, and also matching the length of your creature animations with that of the animations for the wings/tails. In my studies, I find most creature/animal animations are far too short to properly make use of wing and tail animations made for PC's. Other creatures who are supermodeled to the human animation series are just fine.
For all other uses of wings and tails, I would personally put them directly on the model and animate them in relation to your creature's movement.
I believe all the common impact or casting-from type nodes available from any model type are available for the other model types. Those include:
RHAND, LHAND, HEAD, HEADCONJURE, HANDCONJURE, IMPACT, WINGS, TAIL, and MONSTER<0-9>
Edit:
You might also try LFOREARM for shields
@MD Thanks man !! ![]()
That clears up a few thoughts for me...
I think I've turned up the problem (and solution) that I was having with the Gnu....soon to test again...
Yeah, I had to reskin 'em, again... (LoL, but I am getting faster at it
)
My notion might work but I do not intend to go overboard here and now...
I just want to get the African animal mesh out to the community in useable form.
There are many more types yet to come.
However, I have had to experiment a bit with streamlining my methodology.
The out come will be, at first, simply, useable African animals.
In time, it will be updated with improvements (Saints willing...)
Looking forward, I wonder for the vfx(?) of an animal assault. Perhaps just a neck strike by a successful predator "attached" to the impact node (or other) of the prey.
"Carrying on...."
Something from one model, other than beams, really can't be made to line up really well with impact nodes on another. You'd have to have the facing perfect, and the personal and attack spacing of each worked out mathematically to ever land a hit like that. Playing a VFX though is another story, and you can do a lot with that. Tips I've taken suggest making the attacker invisible and playing the VFX on the target, where the VFX contains a model with likeness to the attacker. So you could technically make a lion riding the back of a gazelle, ripping out its throat or something gushy like that.
I've looked into similar techniques for use on frog-like monsters where we wanted to make tongues that function based on attacks on the target's nodes, rather than just silly looking stabs.
You might look into wing and tail nodes for stuff like that. It would be possible to create the likeness of a lion or tiger with full animation in coordination with the prey animal, and then apply it as a tail or otherwise like a backpack. You could then ALSO do VFX on the target's nodes for blood and gore. With the use of the tail/wing nodes, you could continue to have the predator feast on the dead body by using longer dead cycles on the prey specifically built for special dead cycles on the backpack.
Right on !
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That is exactly the sort of increased visual drama that I'm envisioning for the future of this beloved hobby.
Maybe scripted into some sort behavioural routines (aka prey/predator)
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Well that's something to consider...the sort of thing a Killmonger might seek out
<gnashing teeth, veins and gore....bring it on...>
<sigh>
But first things first....
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Got the larger 12-ft Girallon finished, and then realized that I had screwed up the scale on the smaller one, so using the scale wizard screwed up the secondary limb bones...Shouldn't take long to fix this weekend. I've named it Illthur after the John Carter comic (not the Disney movie) White Apes. I did fix the white texture for the white gorilla and it is shared onto the Illthur.
Slap a tail on either and you have the tailed fiendish girallon from dnd minis.
Still having weirdness.... ![]()
So I found my supersetted model was pivot misaligned and had broke some of the original models
I went in and surgically realigned everything (max Xform reset) from the best test model cases, including seven reskins.
Now all but the wildebeest appear in the toolset dialog box (animated) but won't appear when selected from the dropdown list.
Only the reworked white rhino appears.
(?)
The wildebeest is a special case (it still causes an Access Violation)
but the others were working before "when broken" (u can see em in the wip photo)
I have a similar problem with the Oryx.
When packaged alone it will appear.
But when packaged with the others (of the same superset), not.
All the others (of the same superset) will appear.
Any thoughts? (All textures are Blinn, tga) How many characters are allowed in a texture name 16 or 12?
For now I don't see the error...
Could it be 2da related? I've been using basic working copies from the Ox and Deer...
Curiously, upon export from max, the mesh object property dialog box again says "cast shadows" and I know I deselected it before saving and then export. The skin mesh should not be set to cast shadows.
But the "appeared" white rhino's skin does have "cast shadows" selected too. Hmm
Perhaps I'll have to try again real soon after a brief respite.
Btw
Should the superset model's parts (animated) each be modified with an Aurora Trimesh (No render, no shadow) or not?
<Perhaps I'm just too close to it.>
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ps The Oryx tga is 1024x1024 pixels with 72pixels per inch <perhaps a tad too high?
The other tga's appear to be 512x512 with 72pixels/inch < should be de resolved?
<doggedly>
ps The Oryx tga is 1024x1024 pixels with 72pixels per inch <perhaps a tad too high?
The other tga's appear to be 512x512 with 72pixels/inch < should be de resolved?
<doggedly>
I think you'll find that it is never the textures causing issues. But from everything you've said about your models so far, I think it's turned into spaghetti by now and probably needs to be looked at. My guess is that your pivot edits are not being baked properly, which is why I have custom functions to remove those after I use them. But to crash entirely is very much likely just your mesh having physical problems with faces and extra verts here and there.
I have this afternoon to play a bit, so if you'd like me to take a look at some stuff, pop it in a dropbox account or something and lemme see the base anims and whatever model is screwy. It shouldn't take long at all to figure out. And once it is figured out, you should know exactly what is going wrong for future skin making.
I can either fix one up for you so you can see the difference between files/meshes, or I can just point out exactly what you need to do to fix one and why.
To scale up a model, what I usually do is make sure that I first have an animation set with any position keys ONLY on the root dummy. Then I use the scale wizard to scale up all the nodes in the scene. This will increase the size of all nodes in world scale, moving the rootdummy up to the proper position. If your version of NwMax does not do that, I can assist by offering mine. This will usually corrupt a skin. So to undo the damage, what I do is select the skin node, turn off its "always deform" (sp) checkbox, and then turn it back on. If you have to change the position of the skin, you should find that it just needs its position scaled. But be sure to do that AFTER you turn off the deform. Again, if your nwmax version does not have that ability, I can offer my skin scaling functions. After you do that, and the bones rely solely on rotation keys except for the position keys on the rootdummy, you can then set the animscale value to 1.0 safely in the aurorabase. This lets you save the larger animation with the current model. If however you want the animation linked externally, you use the animscale value equal to the rate you scaled up, which is normally what the scale wizard sets it to.
Simply using the animscale will also not give you proper shadows from the bones inside your model.
Edit:
Just to be clear, what the anim scale value seems to do is scales the values that position keys move. So if the base model has a position key that moves the root dummy up 100 points in a jump action, then the unscaled larger model will also only jump up 100 points, even though a 2x size model would need to jump up 200 to look the same.
This is also where the sunken into the ground, or floating appearance comes in. The intial position key of the rootdummy remains the same as the original model, so your 2x creature is half under ground, or a 0.5 scaled down model is floating half the original height (of it's root dummy) in the air.
From my experience, ONLY position keys are based on this. It has absolutely nothing to do with rotation keys. I do not use scale keys, so I don't know about those.
when i turned off the "always deform" checkbox, the skin nodes didnt scale up with the rest of the nodes when i used scale wizard on them
when i turned off the "always deform" checkbox, the skin nodes didnt scale up with the rest of the nodes when i used scale wizard on them
leave the always deform turned on when you run the wizard, then if the skin is deformed after that, then turn off the always deform and put them back on. You probably should only have to do that with skinned bits which rely on a bone with position keys, which I have encountered with some skinned wings and tails.
What should happen with the NwMax scale wizard is every single object in the scene should scale up, independent of others (except in the case of position keyed bones in animations), based on frame zero. You should also be able to notice the order of application of mods on those objects is preserved when the nodes are cloned. I have an object error on my machine which fusses over skin mods so I know when the skin is applied again, which led me to realize many of the functions in NwMax are not functioning on the original object, but making clones to work on (which is a good idea).
If that still doesn't upscale the skin, I will share the code from my version of the NwMax I am using. It may be personally modified and I just didn't write in comments for my edit.
Illthur Girallon is ready, but I still want to modify the base girallon anims for the top arms. I also figured out why white is not white on the white ape skin: the default skin exports with non-white ambient and diffuse colors. So I tweaked the white apes to appear more white but still accept tinting. The eastern and western gorilla textures were apparently perfected for use with a gray diffuse modifier, so I just left those as they were since they look great already.
Here is a picture of the 12-foot Illthur. The 12 foot is measured to the top of the head during combat animations, which is not what is shown. Shown is actually the taunt cycle height, which is much taller. The MM didn't specify from what it was measuring Girallon height when it specified 8 feet, so I just went with shoulder on those too.
Shown beside this one is a combat-ready ancient gorilla without the white-diffuse fix. The color difference is massive, though they are using the same texture.
I don't think I will take the Illthur the direction Disney did. I like the creature, but it did not stay true to the comics, and became very not-ape-like.
As you can see, the girallon is using two skins separated at the bottom of the top pecs. In the back is a fur flare, which does not actually work the way I had intended, casting more shadow than needed on the rest of the back. I may make it smaller, but the goal was to cover the seam, which failed and enhanced the seam instead.
