Hmm, I need to be more proactive about keeping up with these threads. A lot of very interesting and potentially useful stuff being developed here! I particularly like Este's "robe circlets," and can definitely think of a use for them.
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Estelindis wrote...
FYI, Lass, porting head models to helm models unfortunately causes issues with skin, hair, etc not being inherited from the base model. I found this out a while back when I was trying to make a magical disguise mask that would change a character's appearance upon equipping it. Skin and hair have to be swapped to other layers (I tend to use the leathers), but unfortunately the non-skin-and-hair palettes just don't have the same range of suitable tones. It's a real pain and I wish it hadn't been implemented that way (it seems to be hardcoded, but I'd be delighted if someone told me otherwise).
*Nods* That was a CC request for Sanctum 3 that Este tried out for me, and as she says it turned out to be really problematic. The conclusion I took away from that experiment is that heads and helms in NWN really don't look and work the same, and that the best way to handle that sort of thing was to just change the appearance via scripting (which is what I ended up doing, as shown for example
here).
oOKyeOo wrote...
Now im not personaly sure how its done (or if its complex or easy for that matter) but the CEP team has a Cavelier hat that you can use in there system thats a cloak, it makes it REALLY versitile because you can add both cloaks and a robe style at the same time...
I can testify to this, since the recent versions of Sanctum 1 & 2 make use of that approach and use all three as custom items. Near the end of Sanctum 2 I wanted to give the player a maximum amount of flexibility in tailoring their appearance while also giving them a special plot item called the
Cloak of Flying. The original version of the cloak was a cloth armor with a cape, which looked fine by itself or in combination with the Cavalier Hat cloak. But it was a poor choice for armor wearers, and it looked awful in combination with other visible cloaks. The solution I came up with was a convertible cloak, with scripting that could toggle it between cloth armor with a cape and a non-visible cloak. The latter version, though, also had on equip/unequip scripting to add or remove a cape from whatever armor the player happened to be wearing to complete the look.
From my perspective as a module builder, the reason for the desirability of cloak headgear is that it can be easily combined with a character's existing appearance. So I'm excitied to see more of it, such as Este's cloak-based circlets. Since there are ways of getting the "cloak/cape" look via armor mods, you don't necessarily have to give that up to get cloak based headgear.
Modifié par AndarianTD, 02 mars 2011 - 01:21 .