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Ridable mounts


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19 réponses à ce sujet

#1
4760

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I needed the PC to mount an ox at some point in my campaign - just walking, no combat or anything  ;)

But then I thought, what about adding some other animations, on horse back this time?

901-1-1428429014.png

 

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I think RWS was close to releasing the same though, does anybody know if it has ever been before I start this new project of mine? I also think using the wings or tails 2da for the horse would be the best solution (I mean, this allows to keep the armor appearance and head and hair choices), is there any drawback I didn't see (except obviously losing her wings for Kaelyn or her tail for Neeshka, but I'm not sure playable races have wings, and tails while riding can be supposed to be put aside anyway).


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#2
Psionic-Entity

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Yeah, RWS did sort of a half release thing that included all the riding animations but no combat ones, and a few horses, etc. I pulled the unfinished project off their file dump a few years back and did a riding system for a PW, basically you changed PC appearance so that they were riding, then equipped a cloak item that was animated as a horse. I can't recall exactly why they didn't use a wings or tails thing for it.

 

If it's for a campaign I'd be happy to send you my system, I ended up building up off the RWS one and allowing PCs to purchase horses in four types (white, brown, paint, black) and also equip them with barding (leather, iron, steel, plus tinting options). Could be overkill but it's all working and ready to go. It's a shame there never was an attack animation set up, even a basic one could allow horse combat in nwn2.



#3
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basically you changed PC appearance so that they were riding

Yes, that's how I do it as well.

 

then equipped a cloak item that was animated as a horse. I can't recall exactly why they didn't use a wings or tails thing for it.

That was the other option I had in mind. I guess the reason is that it's easier for the player to equip/unequip a cloak to mount/dismount than using the menu to do the same.

 

If it's for a campaign I'd be happy to send you my system

Actually, as far as my campaign is concerned, I've got what I need (at least for the first module. I may add the missing animations and other types of mounts for the second module though).

 

 

It's a shame there never was an attack animation set up, even a basic one could allow horse combat in nwn2.

Exactly, so my idea is to add this possibility. But I understand the files you've got are not for public release, so I'll probably continue with what I've done so far.



#4
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I guess the reason is that it's easier for the player to equip/unequip a cloak to mount/dismount than using the menu to do the same.


In fact, the reason is because you can equip a cloak, but as far as I know you can't add tails nor wings in game. So I'll definitely forget wearing a cloak and riding at the same time.

#5
Luminus

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Wings/tails can be added as cloak items, I guess.There's already a mod in the Nexus or Vault that does that.
Some PWs also do that but you have to log out and log in. I guess it can be done with a script that reloads the area with the change.
Baldur's Gate Reloaded did that, where if you equip the gender changing belt, it reloads the area and you're a different gender.

Perhaps you can change the horses to use the belt or boot items?
I believe some visible appearances in the game count as "belts" and can be changed on one or two PWs, I think.



#6
Psionic-Entity

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Exactly, so my idea is to add this possibility. But I understand the files you've got are not for public release, so I'll probably continue with what I've done so far.

 

They aren't not for public release, I just have no idea how to contact whoever made the originals. My own stuff is fair game, it's just not even a fraction of the work that went in to it.



#7
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Wings/tails can be added as cloak items, I guess.

Sure, but the slot for the cloak is then filled, whereas the slots for tail and wings remain empty. You can add tails and wings to the blueprint, but once it's loaded in the area, can you remove or add them again via script? That'd be nice, but I don't recall any function similar to SetAppearance just for tails or wings.
I'll check tomorrow when I have access to the toolset.

Perhaps you can change the horses to use the belt or boot items?

Yes, however in that case the horse will need to have default boots in the stirrups otherwise the character will not have any limb below the knees. But that's an idea, thanks. I didn't give any more thoughts at first because most NPC wouldn't be able to ride horses with that solution (they've got usually their own mesh, sometimes the head is even attached as well, so changing boots for them will not change anything I'm afraid).

#8
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They aren't not for public release, I just have no idea how to contact whoever made the originals. My own stuff is fair game, it's just not even a fraction of the work that went in to it.


Well, let's hope the author will see this thread and give us the possibility to start from where they left then.

#9
rjshae

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RWS Horses Mount scripts

RWS Mounts Beta



#10
Psionic-Entity

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Well, let's hope the author will see this thread and give us the possibility to start from where they left then.

 

Looks like everything I used was in those mount scripts so I'd call it fair game to repack and improve on. If you want I can send you the extra appearances and script set as a jumping off point.



#11
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The drink, salute, bored, tired, scratch head, idle, walk and run animations are now done (I thought I'd rather check how I'd succeed before doing the attack ones).

 

They unfortunately won't work with RWS's existing horses, as RWS's horses and mine (or the cloak for NWN2) use different skeletons. I don't want to redo all the horse animations just for compatibility.


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#12
rjshae

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Those will be great, 4760. Perhaps a search animation would be useful for a mounted scout?



#13
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That shouldn't be too difficult. I suppose it should replace the walk animation (unless there's a way to use a different walking animation in a scripted waypoints script?). Or it could simply be the scout looking around while the horse stays put. What do you prefer?



#14
rjshae

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For game purposes, I think it would be appropriate for when the horse is stationary.



#15
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Fine. I'll first finish the dragons, it's almost done.


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#16
rjshae

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I look forward to seeing your dragon collection. :)



#17
Dann-J

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I'm using the RWS horses in the module I'm currently working on. They're only mountable on the overland map, so the lack of attack animations isn't a problem for me. I'd like to see some ranged combat animations for them though, for NPC mounted archers.

 

I'd only be interested in a new mount system if it used mount models of equal calibre to the RWS horse models. None of my characters would be caught dead riding the sorry excuses for horses that came with the game. Although the donkey model on the vault wasn't too bad (once I improved the textures).



#18
Hellfire_RWS

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My files are available to anyone who wants to complete them, but you will need 3DS Max 8 and CAT to work with them.



#19
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My files are available to anyone who wants to complete them, but you will need 3DS Max 8

Got it.

 

and CAT to work with them.

Too bad...



#20
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My files are available to anyone who wants to complete them

Thanks for sharing the files. I hope to be able to start adding the combat animations in a few days.