Author Topic: How to create parts based creature  (Read 679 times)

Legacy_Nostrebor

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How to create parts based creature
« on: August 15, 2010, 10:16:25 pm »


                Is there a description of how to build a "parts based"  creature (like the human, dwarf, elf, etc.).  I have a pretty good idea how the rest of the models in the game work, these have always been a bit of a mystery to me.  Something that describes the the models, parts etc involved in the process.  I'm looking for more of an overview then detailed GMAX process type stuff.

What I am looking for is a way to scale the base human, elf, etc. models.

thanks
               
               

               
            

Legacy_420

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How to create parts based creature
« Reply #1 on: August 16, 2010, 01:48:23 am »


               Dynamic model scaling is pretty much out of the question for NWN. I believe it requires manually resizing and repositioning every body part for every phenotype of every race. Then you probably have to do all the armor parts for each of those body parts.



If it was remotely feasible BioWare would have probably done it for patch 1.69.



Don't get me wrong, I'd love to see it happen if it's possible. It would be a great addition to the CEP.



-420
               
               

               
            

Legacy_Guest_invisig0th_*

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How to create parts based creature
« Reply #2 on: August 16, 2010, 04:09:18 am »


               You definitely don't need to know 3D modeling at all to adjust body part models for NWN dynamic races, and you definitely do not have to adjust each one by hand.

There is a bulk resizing tool called NWN Armory  (available from NWVault) which makes resizing dynamic race part models very easy. This little utility allows you to take the the default race parts found in your game resources and batch resize/rescale them automatically based on general parameters you provide. That includes all standard "naked" parts as well as all standard armor parts (which are in actuality just body parts).

If you're literally just looking for a way to do things like rescale human and elf parts, that's pretty much all you would need to do it. There's some learning and some trial and error involved, but it's definitely something that can be done as a bulk operation.  

For an overview of how dynamic race models work, download the Custom Content Guide from NWVault. There is an entire chapter on this,  entitled "Custom Races".
               
               

               


                     Modifié par invisig0th, 16 août 2010 - 03:21 .
                     
                  


            

Legacy_Guest_nosecone2010_*

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How to create parts based creature
« Reply #3 on: August 16, 2010, 10:53:07 am »


               IIRC, If you just want to scale the whole model up or down, it's not as difficult as you might expect. As an exercise, try editing pmh0.mdl and adding a line "scale 2.0" just after the line "node dummy pmh0". It will double the size of the base model and all the body parts will automatically inherit the new scale without having to be edited individually.



You can even make it dynamic if you use a custom animation to apply a scalekey. I did that once, to make an "enlarge" spell like the one in NWN2.



HTH

               
               

               
            

Legacy_Shadooow

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How to create parts based creature
« Reply #4 on: August 16, 2010, 11:10:48 am »


               The 1.69 patch scalling feature don't work for it? I know there were some visible items position problem, but isn't that fixable?
               
               

               
            

Legacy_Nostrebor

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How to create parts based creature
« Reply #5 on: August 18, 2010, 02:52:08 am »


               

nosecone2010 wrote...

IIRC, If you just want to scale the whole model up or down, it's not as difficult as you might expect. As an exercise, try editing pmh0.mdl and adding a line "scale 2.0" just after the line "node dummy pmh0". It will double the size of the base model and all the body parts will automatically inherit the new scale without having to be edited individually.

You can even make it dynamic if you use a custom animation to apply a scalekey. I did that once, to make an "enlarge" spell like the one in NWN2.

HTH


The "scale 2.0" appears to work for all body parts except the head (which was humorous :happy:).  Apparently you have to change the scale value in the head models.  The weapons also do not scale.  I seem to recall that is in a 2da file somewhere.
               
               

               
            

Legacy_Guest_invisig0th_*

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How to create parts based creature
« Reply #6 on: August 18, 2010, 02:47:18 pm »


               Weapon scaling is in the appearance.2da, and so is the helmet (head) scaling.
               
               

               
            

Legacy_Nostrebor

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How to create parts based creature
« Reply #7 on: August 20, 2010, 03:30:49 am »


               

nosecone2010 wrote...

IIRC, If you just want to scale the whole model up or down, it's not as difficult as you might expect. As an exercise, try editing pmh0.mdl and adding a line "scale 2.0" just after the line "node dummy pmh0". It will double the size of the base model and all the body parts will automatically inherit the new scale without having to be edited individually.

You can even make it dynamic if you use a custom animation to apply a scalekey. I did that once, to make an "enlarge" spell like the one in NWN2.

HTH


Did you get the dynamic scale animation to work? Do you have an example?