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Adamantine Golem Model Bug in 3ds Max


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#26
FaerzressSparkles

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Question for you other modders out there. Some animations are not working in-game, and I think it has to do with the distinction between UNA and armed/no extra label animations.

 

So, walking animations do not work, and when a weapon is not equipped, the attack animations were not working. I equipped a dagger and most animations started to work. So, can I just duplicate and rename the gr2 files or do I have to export all of the other animations again with the UNA prefix?



#27
FaerzressSparkles

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Okay, so renaming gr2 files works fine. The Hook Horror is now full functional as an armed and unarmed creature... arming it is useless though. But I guess I will leave both sets of animations in. The model has one bug that I remember seeing in the first NWN. The head pops off slightly on certain animations. That can probably be fixed. Some NWN2 official creatures have similar issues too, it is not very noticeable unless you pause and look for it.



#28
4760

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Maybe you could play with the weighting there.

#29
FaerzressSparkles

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I will. I am going to leave it for now since it took me a long time to get this one to work, I also want to start on the others.

 

Here are some screenshots I took of the in-game combat scenes. Yes, it says "Umber Hulk", I just changed the appearance and some stats for testing. I will implement the soundset as well, it is non-functional and seems to not be in NWN2 resources.

 

HorrorCombat_zpsaj6qbc3t.jpg


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#30
FaerzressSparkles

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I finished the Adamantine Golem as well. I need to adjust the envelopes a bit, but it works great!

 

Adamantine_zpsny28qmft.jpg


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#31
rjshae

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Here are some screenshots I took of the in-game combat scenes. Yes, it says "Umber Hulk", I just changed the appearance and some stats for testing. I will implement the soundset as well, it is non-functional and seems to not be in NWN2 resources.

 

There is a set of five sound files in the c_hookhorr.sff sound set. They might need to be ported over from NWN.

 

Ed.: Here's a copy of the wav files.


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#32
FaerzressSparkles

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Thanks rjshae!



#33
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I need to adjust the envelopes a bit, but it works great!

Yes, the textures appear stretched on the lower legs. But it may also come from the low resolution texture (64x64) used by NWN. I looked at the high-res textures to see if there was something, but unfortunately couldn't find any.

I'll check if other golems have the same UV mapping and high resolution textures, and if yes I'll try to recreate a texture for the adamantine golem.


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#34
kamal_

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I finished the Adamantine Golem as well. I need to adjust the envelopes a bit, but it works great!

 

 

I'm not sure what adamantine is supposed to look like, but would a higher resolution texture be better?



#35
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Probably, the formians look nice with the higher resolution I found in the NWN textures.



#36
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I finished the Adamantine Golem as well. I need to adjust the envelopes a bit, but it works great!

 

I just sent you a PM.



#37
PJ156

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Can I ask a question? I have the first seed of an idea swimming in my head.

 

In game terms a creature is:

 

A model

A texture

Some animation files

A sound file

A blueprint

A placeholder in a 2da or more than one 2da?

 

Soooo ... if there were to be something like a creature cornucopia, could each set of files be placed in one folder so that a modder could pick up one folder containing all the things a creature needs and put it in the campaign folder. This would then be a resource to the game and would save file size overall at the end. 

 

Am, I over simplifying things?

 

PJ



#38
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In game terms a creature is:
 
A model

Basically, yes, but often there are more models (.mdb) files: heads, wings, tails, and also variants both in terms of armor (_CL_, _LE_, _PF_, etc.) and appearance (body01, body02, etc.)

A texture

Actually, you'll need at least two: the diffuse texture (the one you see in game) and the normal map (used for light reflection and bumps highlighting).
Two others are sometimes used in addition (not necessarily at the same time): a glow map (which makes the creature shine) and a tint map (to allow changing colors of the diffuse map).

Some animation files
A sound file
A blueprint

Yes. Note that the blueprint may also need other blueprints (creature items: weapons, like claw, bite, or even Balor whip; armor: hide, adding properties to the creature like damage reduction, vulnerabilities or immunities, etc.)
Without any sound file, the creature will not crash the game, it will just remain silent.

A placeholder in a 2da or more than one 2da?

At least in appearance.2da.
But if there are tails or wings involved, tailmodel.2da and wingmodel.2da will also need a line to define them.
racialtypes.2da and racialsubtypes.2da might also be involved for new playable creatures (if they're obviously from a different race than the usual human, elf, dwarf, gnome, etc. list).