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Turn these models into helmets


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22 réponses à ce sujet

#1
psiiijay

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Hi, So I got these 2 models in max but I can't seem to place a skel on them (maybe cos' Im using win10) and turn them into a helmets (cloth hoods type).

 

Could someone please convert them and add the normal tint so they could be mached nicely with cloaks?

 

 

https://www.dropbox....c6z/J3.max?dl=0

 

https://www.dropbox....o face.max?dl=0

 

Help would really be appreciated plus these are very nice models :)

 



#2
rjshae

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Do helmets even have skeletons? All I saw were skins, collision balls, and helm hair hiding behavior.



#3
psiiijay

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Ok, can you give it a go maybe and try to turn the models into helmets (pretty please)?



#4
rjshae

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Ok, can you give it a go maybe and try to turn the models into helmets (pretty please)?

 

I'm not able to import .max files into Blender, so I don't think I can help. Sorry.



#5
Tchos

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I wish I could help, but my only experience with adding a helmet was as a visual effect, to get it to appear on a sea hag.



#6
psiiijay

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So nobody knows how to turn a model into a helmet? :unsure:

 

@4760 Can you shed some wisdom here?



#7
rjshae

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You'll need to be able to export the models in .mdb format, with one each of the male/female racial combinations you need. The name will look something like this: P_HHM_CH_Helm01.mdb; the HHM is for human mail, CH is chainmail, and the Helm01 is the menu part number. This particular file contains the following parts:

  • P_HHM_CH_Helm01 -- a SKIN model for the close up view.
  • P_HHM_CH_Helm01_L01 -- a level of detail 1 version of the closeup model
  • P_HHM_CH_Helm01_L02 -- the LoD 2 part
  • COLS -- a single collision sphere
  • CH_Helm01 -- the hair hiding behavior flag.

The SKIN parts is probably the one that works with the skeleton, as it contains bone weights information.



#8
psiiijay

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collision spheres don't work in win 10.. That's why I think I couldn't turn it into an MDB file and make it work.. I think in a win7 and down this shouldn't be a problem..

Can you try it maybe?



#9
-Semper-

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what about exporting those models as obj files? this way blender and gmax users will be able to help you.


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#10
rjshae

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I've seen helmet models without collision spheres, so perhaps that component isn't necessary? *shrug*



#11
psiiijay

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-Semper- Is this better?

 

https://www.dropbox..../hood2.obj?dl=0

 

https://www.dropbox..../hood1.obj?dl=0



#12
4760

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I've seen helmet models without collision spheres, so perhaps that component isn't necessary? *shrug*


No, I guess it's not, since COLS00 is linked to the head bone and already saved with the head mesh.
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#13
4760

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So nobody knows how to turn a model into a helmet? :unsure:
 
@4760 Can you shed some wisdom here?

No problem, I'll have a look, but not tonight.
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#14
4760

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Hi, So I got these 2 models 

 

Help would really be appreciated plus these are very nice models :)

The only difference I see is that one is only a hood, while the other's got a face (mask? head?). Do you confirm, or is there a missing model?

 

 

I can't seem to place a skel on them (maybe cos' Im using win10) and turn them into a helmets (cloth hoods type).

 

If you can add mesh modifiers, you should be able to able the skin modifier too. I guess your problem is that you can't see the helm in game, and this comes first from the fact that it's missing a CL_Helm?? helper (to tell the game where exactly it should display the helm on the character) and more importantly because it doesn't follow the naming convention (unless the hood is only for an NPC named N_JoB. Otherwise, it should be named P_HH?_CL_Body?? for a human version).

 

I've got to go right now, but if you wish I'll convert it to a working armor part later.



#15
4760

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Do helmets even have skeletons?

I forgot to answer that question: yes, like belts and shoes, helmets use the skeleton of the creature they're supposed to equip.

By the way, I am currently testing the rigging of the new model (it's a hood, covering the shoulders and upper torso, so the skin modifier does not only use the head bone this time).

#16
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Ok, can you give it a go maybe and try to turn the models into helmets (pretty please)?

Here they are, for all playable races (human, dwarf, elf, half-orc and gnome, for male and female).

The male half-orc version needs to be modified though (the back of the hood is hidden by the body), and the female version of the dwarf and half-orc need the same kind of adjustment (but for the breasts).


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#17
psiiijay

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Thats Greate! Although the coloring is an error and dosn't let me color anything in the toolset and is just a glowing blue and green thing on the model..

 

One is suppose to be a hood and the  other is a hooded mask - but the mask was suppose to be colored in whit with the eyes circled in black and white in the middle or just black and yellow eyes and the rest is suppose be like the cloth tint - so it would fit with the robes and cloaks in game..

Is there an easy way to do this?

 

Oh - and for some reason I think the scale is a bit bigger then it sould be as the head without the mask looks too small and the hood looks kinda big for the whole body..

 

Is there an easy fix for these?

 

Also - is there a full tutorial on how to export a helmet into the game?

 

Greatly appreciate the effort



#18
4760

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Although the coloring is an error and dosn't let me color anything in the toolset and is just a glowing blue and green thing on the model..

That's because you didn't put the texture files in your override: what you see is the standard "missing texture" message.

 

 


the mask was suppose to be colored in whit with the eyes circled in black and white in the middle or just black and yellow eyes and the rest is suppose be like the cloth tint - so it would fit with the robes and cloaks in game..

Is there an easy way to do this?

You won't be able to tint the hoods since there's no tint map defined for the model. To fix this, just add a tint map (with Red, Green and Blue areas for armor1, armor2 and skin tints - I think that's how they're labelled in the toolset).

If you send me the dds files, I'll do it so you can see afterwards how it's done.

 

Oh - and for some reason I think the scale is a bit bigger then it sould be as the head without the mask looks too small and the hood looks kinda big for the whole body..

 

Is there an easy fix for these?

Yes, just resize the models (having imported a head mesh in 3ds max to see how much rescaling is required). There's also the "show hair", "don't show the head" etc... option for the hooded mask version.

 

 

Also - is there a full tutorial on how to export a helmet into the game?

Not sure. Anyway I don't know of any, I just considered the helmet would follow the creature's export settings, and so far it worked.



#19
psiiijay

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That's because you didn't put the texture files in your override: what you see is the standard "missing texture" message.

 

 

You won't be able to tint the hoods since there's no tint map defined for the model. To fix this, just add a tint map (with Red, Green and Blue areas for armor1, armor2 and skin tints - I think that's how they're labelled in the toolset).

If you send me the dds files, I'll do it so you can see afterwards how it's done.

 

Yes, just resize the models (having imported a head mesh in 3ds max to see how much rescaling is required). There's also the "show hair", "don't show the head" etc... option for the hooded mask version.

 

 

Not sure. Anyway I don't know of any, I just considered the helmet would follow the creature's export settings, and so far it worked.

 

 

What dds files?

 

About the resizing - if I can't export the models how would fixing the size (and position) of the hoods (in max I guess) do any good?

could you export them again afterwards?



#20
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According to your J3.max file, the models use jackofblades.dds and jackofblades_N.dds for diffuse and normal textures. If you don't have them, no wonder the "texture missing" pattern shows up!

 

About the resizing, sure, if you can't export the updated models, there's a problem!

OK then, I can take care of this part too, but without at least the texture file, there's no point (nobody will be able to use the new helmets...)



#21
kamal_

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ummm... : http://148.251.86.81...ck-blades-model

 

without seeing the helmets, was this what you were trying to get into nwn2?



#22
psiiijay

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ummm... : http://148.251.86.81...ck-blades-model

 

without seeing the helmets, was this what you were trying to get into nwn2?

Yes!

But not  full npc, just the hood and being able to change its color to black or whit.. Who made this??

 

According to your J3.max file, the models use jackofblades.dds and jackofblades_N.dds for diffuse and normal textures. If you don't have them, no wonder the "texture missing" pattern shows up!

 

About the resizing, sure, if you can't export the updated models, there's a problem!

OK then, I can take care of this part too, but without at least the texture file, there's no point (nobody will be able to use the new helmets...)

 

Yeah, I got it but the oreginal dds files are like what kamal_ sent, red cloth only..

there's a way to change it I guess? like use the robes dds and name them jackofblades.dds and jackofblades_N.dds?



#23
kamal_

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Once you have the model you can open it in mdbcloner and set the textures to whatever you want, including adding a tintmap if needed.