I saw those awhile back. The body and head shapes are not quite the same.
The FaerzressSparkles Conversion Thread!
#26
Napisano 03 marzec 2015 - 06:18
#27
Napisano 03 marzec 2015 - 11:44
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

My version

Monster Manual
- FaerzressSparkles lubi to
#28
Napisano 04 marzec 2015 - 04:24
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
Napisano 04 marzec 2015 - 06:51
Thanks for sharing that Dann,
PJ
#30
Napisano 04 marzec 2015 - 07:14
Stingers are in, Harpy coming soon... I will post a new screen after the Harpy is done.
- Tchos i rjshae lubią to
#31
Napisano 04 marzec 2015 - 10:55
#32
Napisano 04 marzec 2015 - 11:16
Sent on a quest to a siren's den of prostitution and winding up with a bad case of the harpies...
#33
Napisano 05 marzec 2015 - 05:26
Anyone know what the expotron error "Chunk ID too large. (Vertex color channel R)" means?
#34
Napisano 05 marzec 2015 - 06:17
#35
Napisano 05 marzec 2015 - 02:32
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
Napisano 05 marzec 2015 - 03:24
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
Napisano 05 marzec 2015 - 04:39
Now it throws a fit about non-rendering ap points. ![]()
#38
Napisano 05 marzec 2015 - 05:38
Well, that means you didn't read the tutorial till the end... ![]()
#39
Napisano 05 marzec 2015 - 06:27
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
Napisano 05 marzec 2015 - 06:33
#41
Napisano 05 marzec 2015 - 06:56
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
Napisano 05 marzec 2015 - 07:34
#43
Napisano 05 marzec 2015 - 08:01
I don't know, man, but it'd make a wicked-looking outsider once you figure it out!!
#44
Napisano 05 marzec 2015 - 08:24
That looks like your UV map is messed up.
#45
Napisano 05 marzec 2015 - 10:33
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:

Some more work on the legs, and it could be a NWN2 candidate.
- rjshae lubi to
#46
Napisano 05 marzec 2015 - 11:27
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).
- rjshae lubi to
#47
Napisano 05 marzec 2015 - 11:40
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
Napisano 06 marzec 2015 - 12:08
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! ![]()
#49
Napisano 06 marzec 2015 - 12:42
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.
- rjshae lubi to
#50
Napisano 06 marzec 2015 - 02:01
n/m





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