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The possibility of porting HotU


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#51
rjshae

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The sound sets are pretty limited though. For some sound groups (with the same prefix), there's a lot more sound files sets than entries in the ssf file.



#52
kevL

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well .. i came across this & this, they aren't very helpful but they went into my conclusion above:

http://forum.bioware...ref/?p=15602757
http://lucidmagic.ne...5.html#msg40575

the kicker is, what else could it be

#53
rjshae

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the kicker is, what else could it be

 

I don't know. But I didn't see then in the corresponding ssf file.



#54
kevL

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hm, tried to test PlaySoundByStrRef() but couldn't get it to make a peep.

I don't have NwN1 installed ... am thinking it might not be implemented in the NwN2 engine, because i also couldn't find an instance of that function or parent functions like CutSpeakStringByStrRef() despite searching for them in official modules and campaign folders (or the script data in toto).

The idea for the test was to change either the Resource or StringRef in an SSF, and place a call to see what happened.


It seems to me that the designers relied on the Sound parameter in dialog files instead of these calls by StrRef.

And, ofc, a call by StrRef to nothing could be just another bork,

#55
rjshae

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Yes, I might have to export all the sound files for one NWN NPC and see if it can figure them out. If not, I'll need to reverse engineer what sound files get played... a somewhat tedious prospect. Hopefully this is just an issue with the opening cut scene script; the various conversations do seem to list the actual sound file names used.

 

Something I need to check on is if the ResRef entry is different for the NWN dialog.tlk file. (Assuming I can figure out how to access it.)



#56
rjshae

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Okay, problem resolved: the NWN dialog.tlk entry shows the text string message, wav file name, and sound duration. :) Looks like I'll need to enter it directly rather than using a resref.



#57
Dann-J

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That's a pity. One useful feature of PlaySoundByStrRef() is that it could be set to play the sound immediately, whereas PlaySound() goes into the action queue. If a creature is already doing something (like walking from one place to another), then the sound gets delayed until all previous actions get cleared from the queue. If you're playing a sound on a creature via a script, you have to be sure to use ClearAllActions(TRUE) first to play it immediately. That's not always desirable though.



#58
Tchos

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And then I wouldn't have to resort to drastic measures like playing pre-placed sound objects or spawning custom special effects with sounds embedded in them when I want to consistently play a sound immediately.



#59
rjshae

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The particular cut scene is playing the sounds using a series of delayed actions to the creature objects. Hopefully the use of PlaySound() won't throw things off, but I may end up having to tweak things some more.



#60
4760

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For the walk and run animations, a few frames need to be adjusted. I'll probably need to add parry animations too, but there's progress.

Walk and run animations for the dragons are now complete.

All that needs to be done now are the hit and parry ones.


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#61
4760

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The model looks good now but the close up texture looks a bit marginal, as you'd expect for a NWN model. Possibly these will work better as younger, smaller drakes? The variety will be nice, for certain.

The textures definitely need to be updated. Even with a new UV map, the final appearance doesn't look too good (even with the pelt option). I guess I'll then use a totally different texture, make it tintable to allow variety, and forget about the NWN dds/tga files (except for the heads maybe).



#62
rjshae

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The textures definitely need to be updated. Even with a new UV map, the final appearance doesn't look too good (even with the pelt option). I guess I'll then use a totally different texture, make it tintable to allow variety, and forget about the NWN dds/tga files (except for the heads maybe).

 

Is it feasible to apply one of the existing NWN2 dragon textures?



#63
4760

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Retexturing progressing well.  :D

The bonus is that tintable versions will be available, in addition to being better looking.

 

Edit:

901-0-1433340780.png

Red, green, blue and white (at this time, the tint map uses the red channel for the body and the green channel for the claws. I'll probably use the blue channel either for big scales on the back, or for the legs).

Wings not displayed obviously.


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#64
4760

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Quick update: comparison between the new texture (left) and the original NWN texture (middle and right, with the dragon at the right being in the NWN idle position).

901-0-1434052449.png

 

The new texture can also be checked on the previous post.

 

And as a bonus, here's the trophy room of the ultimate dragon slayer:

901-1-1434052449.png


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#65
Dann-J

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901-0-1433340780.png

Red, green, blue and white (at this time, the tint map uses the red channel for the body and the green channel for the claws. I'll probably use the blue channel either for big scales on the back, or for the legs).

Wings not displayed obviously.

 

They could prove useful without wings (and without holes where the wings attach). The one on the far left could pass for a rage drake.



#66
4760

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Wings, head and tail are separate models, and a closed mesh composes the body, so wingless dragons are possible. The heads are not tintable though (NWN models with NWN textures).

#67
rjshae

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Do your dragon models have LoD meshes?



#68
4760

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Yes, they do. The heads and wings don't however (very few faces).

#69
MokahTGS

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Yes, I like how these will be usable without the wings allowing for many more creature types.  Drakes, as well as familiars and animal companions.  If you scale these down to human size, do they still function or do the animations go wonky?



#70
rjshae

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Without the wings, they would probably make pretty good Linnorm models.



#71
4760

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If you scale these down to human size, do they still function or do the animations go wonky?

They still function as expected, at least from half to four times scale.
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#72
FaerzressSparkles

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Those dragon models look really nice, 4760!



#73
rjshae

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Ay-yi-yi... something happened and when I open up the module now, nothing shows up. There's no areas, no scipts, no conversations, no blueprints... zip. None of the nine backup copies work either. I tried backing off the two small changes I made to the hak files, but that didn't help. Neither did a reboot. The mode files all look normal size, so I have no idea what's wrong.

 

Not a good sign. :unsure:



#74
Tchos

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Post a link to the latest file, and I'll see if it opens for me.



#75
rjshae

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Okay, I think I finally figured out what was happening.

 

For performance reasons I put the NWN2 game set on a SSD drive. Unfortunately, WIndows 8.1 decided to put File History on the same drive... stupid waste of space. Anyway, the drive filled up with backup cr*p and hence the toolset wasn't able to create whatever files it needs to generate when it loads a module.

 

I'm going to reload NWN2 on my main drive so I don't run into this again (plus I did a ton of cleanup and File History tweaking). Hopefully I'll be able to get the module working again. I was able to get a complete export of the module on my other (Windows 7) PC, so I can import from that file if all else fails.

 

A little bit of :angry: but a bunch of B).

 

Ed.: yep, all better now.


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