Author Topic: gnome default model  (Read 1654 times)

Legacy_Shadooow

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gnome default model
« on: July 20, 2010, 02:32:57 am »


               I never paid much attention to gnome visage, maybe its because I had crappy computer and graphic before. Now I ran the game and decided to make gnomish bard, and I noticed quite strange height of gnomes forearms and hands. He does look like an umberhulk!

IMAGE LINK

Does anyone else noticed that too?

Is there fix for it somewhere?
               
               

               


                     Modifié par ShaDoOoW, 20 juillet 2010 - 01:33 .
                     
                  


            

Legacy_Bard Simpson

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gnome default model
« Reply #1 on: July 20, 2010, 04:30:23 am »


               Yeah, he does resemble an umber hulk; that just shows how a good bard can really make you see the character he's portraying. '<img'>

I don't happen to know of a fix, but I agree gnomes could use one.
               
               

               
            

Legacy_The Amethyst Dragon

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gnome default model
« Reply #2 on: July 20, 2010, 07:05:44 am »


               Do you think anyone will ever make gnome forearm parts with tattoos in the shape of anchors?  Maybe a new "fashion accessory" item that looks like a holdable half-crushed can of spinach? '<img'>
               
               

               
            

Legacy_Estelindis

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gnome default model
« Reply #3 on: July 20, 2010, 10:31:10 am »


               I agree too.  Gnomes look ridiculous in NWN.



If fixes are made, they'd have to be applied to the supermodel too, wouldn't they?  Otherwise, the modified gnome parts wouldn't hold their weapons and fight properly after the geometry changes are made.
               
               

               
            

Legacy_B_Harrison

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gnome default model
« Reply #4 on: July 20, 2010, 10:35:06 am »


               A proper fix would require some tedious remodeling and heavy use of NWN Armoury (to make the arms look less horrible), or some mass file copying & renaming (to replace the gnome dynamic model with halfling body proportions using gnome heads).

A really quick way of "fixing" gnomes is to change the gnome's Race column in appearance.2da to A (making all gnomes use the dynamic halfling appearance). I don't know if they would then look unique (or gnome-ish) enough for most people, but anything's probably an improvement on the default gnome anatomy.
               
               

               


                     Modifié par B_Harrison, 20 juillet 2010 - 09:36 .
                     
                  


            

Legacy_Jez_fr

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gnome default model
« Reply #5 on: July 20, 2010, 01:25:33 pm »


               Maybe just resizing the legs and forearms joints would suffice. They are clearly oversized and don't fit the rest of the model.

I'll give it a try just to see.
               
               

               
            

Legacy_Jez_fr

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gnome default model
« Reply #6 on: July 20, 2010, 03:23:01 pm »


               Here's a quick hack:

img101.imageshack.us/img101/9902/gnomejoints.jpg

Get the files here for testing: www.box.net/shared/oeykyotrno

Not extensively tested, so you're welcome to ^^
               
               

               
            

Legacy_Shadooow

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gnome default model
« Reply #7 on: July 20, 2010, 04:48:47 pm »


               IMO Forearms and shins now look correct from profile, but still too width from the front, also I think hands should be shrinked too. Otherwise good job but its only start, It need to be made for all existing armor models.
               
               

               
            

Legacy_Bard Simpson

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gnome default model
« Reply #8 on: July 20, 2010, 05:21:05 pm »


               Nice job, Jez. Merci!

Yeah, as The Amethyst Dragon said, without his trusty can of spinach the pint-sized Popeye wasn't cutting it. Let's see how things develop now.
               
               

               
            

Legacy_Jez_fr

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gnome default model
« Reply #9 on: July 20, 2010, 06:45:04 pm »


               @ShadoOoW: well I choose to keep the middle part out of proportion since its the wanted design for gnomes. But its a matter of taste. It would be actually easier to resize the whole part instead of just the joints. *if* I am to do all the parts, what would prefer guys? Out of proportion gnomes or not?

I agree for the hands and almost did it, but got lazy XD

@Bard Simpson: merci and you're welcome =)

btw I used a 70% XY resize, so maybe NWN Armory can do that as batch. Any tryer?
               
               

               


                     Modifié par Jez_fr, 20 juillet 2010 - 05:45 .
                     
                  


            

Legacy_Shadooow

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gnome default model
« Reply #10 on: July 20, 2010, 07:13:54 pm »


               I see, I don't know how it should be, just seemed a little off to me.

btw, I tested it a bit, attacking, casting, animations, rest, everything was fine, no glitches...
               
               

               


                     Modifié par ShaDoOoW, 20 juillet 2010 - 09:17 .
                     
                  


            

Legacy_Calvinthesneak

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gnome default model
« Reply #11 on: July 21, 2010, 03:16:04 am »


               You can definately use NWNArmoury for that Jez.  Get your human models together, edit the scalar factors on your gnome parts and blast all the models, bam, done.
               
               

               
            

Legacy_Mr. Versipellis

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gnome default model
« Reply #12 on: July 25, 2010, 06:16:38 pm »


               I've never played gnome for this reaon xD
               
               

               
            

Legacy_Shadooow

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gnome default model
« Reply #13 on: July 28, 2010, 05:16:45 am »


               Ok, I learned with NWNArmory so I tried scale it pers Jez suggestion. I used 72% and made result gallery HERE.

Its still not exact. Still there can be seen "flesh". But I don't think further scaling can help, maybe some positioning?

EDIT: I uploaded all parts into my project page. LINK
It contains all male, female and large phenotype forearms, shin and hand parts
               
               

               


                     Modifié par ShaDoOoW, 28 juillet 2010 - 04:23 .
                     
                  


            

Legacy_Calvinthesneak

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gnome default model
« Reply #14 on: July 28, 2010, 11:49:21 am »


               I think what you start looking at at that point is editing the p*g0.mdl file to tell it how the nodes go together.  Getting beyond my knowledge range here as you're delving into animations at that point really, and not too many people truly understand them well.  Ragnarok and a few others I'm sure.  Not sure what else I can do but offer moral support.