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The FaerzressSparkles Conversion Thread!


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#26
FaerzressSparkles

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I saw those awhile back. The body and head shapes are not quite the same.



#27
Dann-J

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My tintable white dragon has an additional head option that looks pretty much like the green dragon in the monster manuals.

 

https://dl.dropboxus...whitedragon.zip

 

10984895504_7df22a6719_m.jpg

My version

 

23856green-dragon.jpg

Monster Manual


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#28
FaerzressSparkles

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Thanks Dann-J, I like that head. It really does look like a proper green dragon head. I will check it out in-game sometime!



#29
PJ156

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Thanks for sharing that Dann,

 

PJ



#30
FaerzressSparkles

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Stingers are in, Harpy coming soon... I will post a new screen after the Harpy is done.


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#31
Tchos

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Next module project: House of Harpies:D

 

(or something)



#32
rjshae

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Sent on a quest to a siren's den of prostitution and winding up with a bad case of the harpies...



#33
FaerzressSparkles

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Anyone know what the expotron error "Chunk ID too large. (Vertex color channel R)" means?



#34
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No, but when I get it, I usually reopen the Expotron settings window, and press enter. Apparently revalidating the choices resets the data, and gets rid of the error.

#35
FaerzressSparkles

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Which window do you mean by "Expotron Settings?" The one that appears when you export, or the one to the right where you setup skins, attachments, etc...? I tried reopening both of those and I still get the error.



#36
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The one on the right with the setup data. If opening it and revalidating the data (by pressing enter) doesn't work, you could also try to use SKinUtilities to copy the weights from the mesh showing the error and copying them back to the same mesh.



#37
FaerzressSparkles

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Now it throws a fit about non-rendering ap points. :(



#38
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Well, that means you didn't read the tutorial till the end...  :P



#39
FaerzressSparkles

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There is nothing in there that addresses this problem. Everything is setup properly. The model is setup EXACTLY as I have done other models, it is just not working for this one for some reason. I am guessing 3ds Max may have corrupted it a bit. I have had to restart several models since it somehow corrupts things inside the meshes folder that I have not even opened for a few days. I keep backups now.



#40
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In the tutorial, there should be a part where it says that COLS and ap_ must not have any influence on any vertex. Open the weight table and make sure all the ap_ have 0 weight set.

#41
FaerzressSparkles

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The ap points were all set to zero on the previous max project. I do those as one of my first steps after adding them to the skin since it is an easy step to forget. I redid the model from the beginning and it exported this time. The animations seem to be okay since everything was named and weighted as before.



#42
FaerzressSparkles

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What did I or 3ds Max f-up on now? :P So, I exported these before and forgot one animation. Then it turned out that 3ds corrupted my last set of stingers. So, I redo them and finally get them to export again and this happens. Is there a problem with my normal map?

 

StingerUgly_zpsmktzncik.jpg



#43
Happycrow

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I don't know, man, but it'd make a wicked-looking outsider once you figure it out!!



#44
rjshae

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That looks like your UV map is messed up.



#45
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That shot illustrates one of the issues with some NWN creature models--the lack of a smooth join between the different parts. The model will often consist of a series of smaller parts that overlap, rather than blending smoothly into each other. It shows up with the statues as well. I suppose it helps to avoid stretching of textures, but it also doesn't look as good.

Right, but fortunately neck and tail are easy to merge, and the body isn't too difficult either:

901-1-1425594650.png

 

Some more work on the legs, and it could be a NWN2 candidate.


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#46
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Some more work on the legs, and it could be a NWN2 candidate.

Done  :)

Now, time to redo the UV mapping, and the green dragon will have its specific body too.

I also found a mist dragon in the NWN files, which deserves to be ported too (it's more like the Chinese one: short legs, no wings, mustaches like a catfish).


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#47
rjshae

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There are also pseudodragon and faery dragon models, I believe. I guess the former might be useful for a NG wizard NPC familiar. *shrug*



#48
Dann-J

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A pseudodragon looks pretty much like a scaled-down red dragon, except for the sting at the end of the tail. I doubt anyone would notice the presence or absence of the sting on a cat-sized creature in the game. I'm using a scaled-down version of my tintable white dragon for pseudodragons, although a scaled-down red dragon would have looked similar.

 

The only downsides are the heavy booming footfalls they create when they walk about, and the screwed-up automatic portrait if you don't specify a TGA portrait. Plus they're impossible to knock down, since size categories are defined in appearance.2da. A new appearance type that specifies a different size category, a different set of footstep sounds, and scales down one of the bigger dragons in appearance.2dA would solve all that.

 

 

A faerie dragon would be useful though, provided it was of decent quality - unlike that awful-looking NWN green dragon a few posts above. Good luck polishing *that* turd! :P



#49
FaerzressSparkles

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I found how to fix this! Unwrap UVW modifier, Save... Then Load... when you select your new skin or whatever you intend to copy your UV map to. You also need to have that same modifier applied to the new skin in order for it to be able to be imported.


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#50
rjshae

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n/m