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The possibility of porting HotU


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#26
4760

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Could these dragons also have a wingless appearance? That way they could be asian style dragons or simply giant lizards.

Yes, the wings and tails are selectable in the corresponding dropdown lists, so you can even have a wingless and tailless dragon (there won't be any holes in the body).

 

The mist dragon will be the most Asian one by the way:

901-1-1426188066.png


  • BartjeD aime ceci

#27
MokahTGS

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4760....I'll be watching this very closely!  This is all very needed.  Quick question...have you tried any of these with the new dragon AI that was worked up a while ago?  I'd be curious to see how the wing buffet attack looks on these models.

 

Also, does the mist dragon have wings?  Its been far too many years for me to remember.



#28
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No, I didn't try the dragon AI. But I probably will very soon, now that they have spell casting animations (if I'm not mistaken, in addition to their breath, some species also can cast spells).

 

No, there are no wings in the original model. But I can add them quite easily now (actually, they're already done, all I need is to create the corresponding attachment point to the mist dragon skeleton).



#29
rjshae

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Here's a Forest Dragon model that I thought looked potentially pretty decent when I first saw it.



#30
Dann-J

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All NWN dragons seem to like to sit on their haunches like dogs (I suppose they all use the same skeleton and animations). It's not exactly the most intimidating of poses - it makes you want to pat them on the head and say "Good dragon! Who's a good dragon!".

 

In contrast, NWN2 dragons don't seem to be able to relax at all. They can collapse insensate into an untidy heap, but seem incapable of resting. Only the wyvern has a prone animation that could pass as a resting pose.



#31
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That's easy to solve...

 

901-1-1426271489.png

 

901-2-1426271489.png

 

901-3-1426271489.png


  • kamal_ aime ceci

#32
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Here's a Forest Dragon model that I thought looked potentially pretty decent when I first saw it.

Unfortunately, I can't read the texture files... But the new head and extra stuff is ready now.  ;) It just cannot be displayed.



#33
rjshae

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Are they NWN DDS files? I have to use DDSTools to convert them to TGA, then flip the texture.



#34
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I guess so, after all the forest dragon is an NWN model.



#35
rjshae

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Here you go. You'll still need to flip the textures; vertically, I think it was.

 

"I want a shrubbery!"

 

forestdragonss.jpg



#36
Psionic-Entity

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Wow, these are looking really good. Always found it odd how few dragons there were in nwn2.



#37
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Thanks!

 

And here's the fifteenth species:

901-1-1426329194.png

 

901-2-1426329194.png

 

901-3-1426329194.png


  • PJ156 et rjshae aiment ceci

#38
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4760....I'll be watching this very closely!  This is all very needed.  Quick question...have you tried any of these with the new dragon AI that was worked up a while ago?  I'd be curious to see how the wing buffet attack looks on these models.

 

Also, does the mist dragon have wings?  Its been far too many years for me to remember.

Since the wings are separate, felldrakes are about to arrive in NWN2!

 

I also wanted to have the NWN version to walk on four legs, which implies I have to redo the attack animations too. That will obviously include the wing attack. Could you just give me the link to get the AI in question, to see how it works?

Thanks.


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#39
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I also wanted to have the NWN version to walk on four legs, which implies I have to redo the attack animations too. 

Quick update: attacks and damage animations done. For the walk and run animations, a few frames need to be adjusted (at the moment, it looks like the right rear leg is injured  ;) ). I'll probably need to add parry animations too, but there's progress.

 

Then I'll switch to alternate walking animations with staves, and after that full time on the mounted combat.


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#40
rjshae

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Have you taken a look at Nen's work on Staff Walking animations?

 

http://www.nexusmods...ter2/mods/954/?



#41
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Yep, but only the human male characters have the new animation, and more importantly it overrides all two-handed slashing weapons (O2hS): I think it should be O2hT instead (two-handed thrusting weapons).

But even renaming the file might not be the way to go, as it will apply to all polearms, staves and spears (as opposed to axes initially): maybe that's what I'll end up with, but I'd like to test if I could use a different animation only for staves, and keep the existing one for the other weapons.



#42
rjshae

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Here's a small experiment in wall placeables; the indented corner piece.

 

wall_inset_zpsfczq6jye.jpg

 

I think it looks fairly decent; the top part is raised by 0.01 so that it overlaps the actual walls (and so doesn't give that shimmering effect where two meshes are at the same height). The main drawback is that you can't readily swap out the texture with a menu.


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#43
PJ156

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I've done a set of these for the Estate set, one for each of the three texture sets using the stock models.

 

A full set of these would be very useful for the standard interior sets (estate, standard and mine).

 

PJ



#44
kamal_

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Here's a small experiment in wall placeables; the indented corner piece.

 

wall_inset_zpsfczq6jye.jpg

 

I think it looks fairly decent; the top part is raised by 0.01 so that it overlaps the actual walls (and so doesn't give that shimmering effect where two meshes are at the same height). The main drawback is that you can't readily swap out the texture with a menu.

Question: If you are not going to be using this placeable repeatedly to get different lengths of indent, why not make it a tile variant?



#45
PJ156

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I use walls like this a lot to cut tiles into interesting shapes. I don't think tile variants would do that. I guess you could have enough variants soon enough to not be repetitive but it's a lot more time than making the wall models I think. Even a large set..

 

I think once you start doing this with tiles the flexibility they give is immediately compromised. Till now I have had only the RWS ship walls and re-textured versions of that. It would be great to have internal walls that keep the top detail. In its extreme you nee not use tiles at all except to lay down one big room then subdivide it as you please.

 

The Upper Warrens benefited from this in Soul Cages Ch1. The lid is destroyed when you first open the door. 

 

 warrens_zpsmd7v3csg.jpg

 

PJ



#46
Tchos

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In its extreme you need not use tiles at all except to lay down one big room then subdivide it as you please.

 

I used that technique for most of my later rooms in BSoCC, using a large square room cut into a smaller less-square space with the custom wall pieces I included in it.  I didn't make particularly unusual shapes with them, but that's because I was tailoring the interiors to match the (small) exteriors.  I tended to build near the normal tile walls so that I could keep a few of the ceiling beams, but still covered up the normal wall on those sides with my own walls.  Other times I just used Crystal Violet's invisible tiles so there were no walls at all, but that also leaves out the ceilings, and I hadn't made a ceiling replacement at the time.



#47
rjshae

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Question: If you are not going to be using this placeable repeatedly to get different lengths of indent, why not make it a tile variant?

 

Yes I would if I was going to use the same arrangement repeatedly I'd make some tile variants. As it is though, it's just one room.



#48
rjshae

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I'm trying to figure out how a sound StrRef translates into a particular sound file. For example, the script calls:

CutSpeakStringByStrRef(9.0, oMatron, 83948);

which eventually calls:

AssignCommand(oSpeaker, PlaySoundByStrRef(nStrRef, FALSE));

where nStrRef = 83948. I checked the dialog.tlk file, but the 83948 row is empty.

 

Any ideas?



#49
Dann-J

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The NWN wiki says:

 

The PlaySoundByStrRef() NWScript command causes the (monophonic) sound resource associated with a talk table entry — identified by its StringRef as an integer — to be played...

 

I wonder what is meant by 'associated'? The way it's worded suggests that the StrRef text isn't necessarily the file name of the WAV. I wonder if there's a 2DA somewhere that links the TLK ResRef with the sound file name?

 

It might even be in a creature's soundset file. I've noticed that when making companions play a voicechat, sometimes they just make the sound, and other times they make the sound with floating text appearing. It seems to depend on what soundset they're using. There must be an association between the WAV file name and the TLK text line somewhere.



#50
kevL

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an hour later,

yep, soundsets.

Open a .SSF in the SSF Editor plugin and you should see, eg

Resource: vs_favhen1f_attk
StringRef: 58005