Author Topic: how do i make a horse mountable for this skeleton model?  (Read 368 times)

Legacy_ZugothNDeadly

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how do i make a horse mountable for this skeleton model?
« on: October 04, 2014, 11:12:24 pm »


               

Capture2_zps3bb98be5.png     Capture1_zps101efbab.png



               
               

               
            

Legacy_Mecheon

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how do i make a horse mountable for this skeleton model?
« Reply #1 on: October 05, 2014, 02:34:21 am »


               Semi-simple. You'll want to convert the skeleton model into a format where you can modify via Notepad however

Firstly, you'll need to add a Tail node to the skeleton. The easiest way to do this will to be going into the human model and copying it from there, given it'll be at the same height. Another way would to be to go into say, the lizardman, and copy it from there

The second thing will to change the animation super at the top of the skeleton from a_ba (Standard animations) to the mounted animations, but I don't remember what those are off the top of my head
               
               

               
            

Legacy_Proleric

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how do i make a horse mountable for this skeleton model?
« Reply #2 on: October 05, 2014, 09:09:41 am »


               Feel free to rip whatever you need from this:

http://neverwinterva...d-skeletons-cep
               
               

               
            

Legacy_Pstemarie

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how do i make a horse mountable for this skeleton model?
« Reply #3 on: October 05, 2014, 10:39:50 am »


               


Semi-simple. You'll want to convert the skeleton model into a format where you can modify via Notepad however


Firstly, you'll need to add a Tail node to the skeleton. The easiest way to do this will to be going into the human model and copying it from there, given it'll be at the same height. Another way would to be to go into say, the lizardman, and copy it from there


The second thing will to change the animation super at the top of the skeleton from a_ba (Standard animations) to the mounted animations, but I don't remember what those are off the top of my head




 


The "tail"dummy node - which can be copied from the rootdummy - needs to be positioned at x0/y0/z0, its orientation set to 0/0/0, and parented to the aurorabase. Next, set the animation super to h_ba. In appearance.2da you'll need to set the "ModelType" to "FT."