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Custom Content Challenge for NWN2


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#126
rjshae

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I'll have another look at the bebilith this week, I'll take more time doing the conversion.

 

Thanks for taking a look at this. It'll hopefully be useful for builders to have another higher level demon-type critter to use. :) I looks like it would need a 'rend armor' special ability to fit the SRD stats, which is sure to be an annoyance for players. It might be a little tricky to implement according to the rules though.



#127
Dann-J

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Instead of destroying armour or shields, you could always give the bebilith claws a custom OnHit ability that adds progressively higher AC penalties to it (from -1 to -5). Then you can have the items repaired by removing the AC penalty properties.


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#128
4760

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@4760: you sure you did everything correct?

Well, I suppose so... Here's the original model:

901-1-1416242032.jpg

 

Here's the NWN2 version:

901-2-1416242032.jpg

 

And ingame, with a different orientation to the light, and more importantly a "real" normal map (instead of the diffuse I used initially to save time!):

901-1-1416243160.jpg

 

 

Below is a closer view of the body, to compare to the 3ds max screenshots:

901-2-1416243160.jpg

 

The green tatoo you see on the abdomen is the copyright of the texture file by the way.



#129
rjshae

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Yes, it does look like the UV map is not quite right, as if the orientation had changed or some such. Even the dark lines on the legs aren't quite the same as in the original shot. Maybe if you tried sliding the map around until the eyes are in the right location?



#130
-Semper-

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@4760: don't just look at the imported model. open the uv unwrap modifier and check it there.



#131
4760

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That's right, I just imported the mdl (NWN format) and reexported it as mdb (NWN2 format): no change at all as far as UV are concerned.

I should've checked the UV mapping before exporting, as it was mirrored vertically during the process. First time I see this happen!

Here's the correct bebilith now:

901-1-1416249590.jpg

 

901-2-1416249590.jpg

 

901-3-1416249591.jpg

 

I downloaded the mdl from another source by the way, but I can't get any animations.


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#132
rjshae

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I think the DDSTools must have flipped the texture orientation. Sorry, I should have remembered that tends to happen.

 

Looks pretty good now. :) One might be tempted to round out the long sections of the limbs with some extra faces. But maybe that doesn't matter. *shrug*



#133
Tarot Redhand

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This line ->

 

setsupermodel c_Spidbebileth C_SpidGiant

 

From the top of the NwN model makes me think that in NwN it uses the animations for the Giant Spider, so you won't find any animations actually in the model itself.

 

TR


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#134
4760

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One might be tempted to round out the long sections of the limbs with some extra faces.

Yes, that thought occured to me, especially since the model has 604 faces (therefore no need for L01/L02 meshes).

it uses the animations for the Giant Spider

That's what I thought. Let's see how the giant spider skeleton works then.
Regarding the .obj version, it will be one single mesh: will that work in NWN? Could the legs torn apart come from mesh pivots not set to (0, 0, 0)? As you have probably guessed already, I did play a lot NWN but never created custom content...
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#135
Tarot Redhand

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I have actually fixed the NwN version. It was down to setanimationscale being set to 2 instead of 1. However, if you come up with an improved version I will gladly see about importing it into NwN. Obj format works fine for importing into Gmax, although I don't honestly know whether a single mesh will work in NwN or not. So we can only try and I am guessing exporting one model in a different format is not too great an imposition.

 

TR



#136
4760

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The geant spider skeleton does not really fit:

901-1-1416329364.png

 

901-2-1416329364.png

 

That's particularly visible on the middle front legs.



#137
rjshae

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Well that's unfortunate. I don't suppose there other spider skeletons that might work?



#138
4760

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Not according to the 2da, unfortunately...



#139
-Semper-

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The geant spider skeleton does not really fit.

 then change the model to fit the spider's skeleton :P


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#140
4760

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Hé hé hé... what do you think I've been doing today?
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