Author Topic: Project Reforged: Replacement of ALL Default Weapon Models  (Read 1819 times)

Legacy_The Amethyst Dragon

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #60 on: September 08, 2012, 06:02:33 pm »


               The animations look like they are matched up to creature animations, so when the PC performs a certain animation, the matching one fires off for the whip.

Watching them in gmax, they're pretty straight forward.  There's just a lot of them.  And most of them are only a few frames in duration.

For making my own animations, I plan to work off the original whip model (wwhip_m_011.mdl).  I'm going to push the old bones off to the side a little, then use them as a guide for doing my own animations.  Once I'm done, I want to get rid of the old bones/animations, leaving just my new ones in place.

Last night I just made a new set of "braid" textures for these things, to replace the tiny spot they were using from w_metal_tex.  It looks much better, especially wrapped around the segments I'm making (36 cylinders: 4.5 cm long, 1 cm radius, 8 sides)
               
               

               
            

Legacy_henesua

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #61 on: September 08, 2012, 08:42:47 pm »


               TAD,
I'm noticing an issue with your heavy flail. The light flail's animation looks great. But the heavy flail doesn't fully animate. It starts off looking good in the starting position. But it doesn't hang and swing like the light flail does.

Anyone else noticing this?

[edit]
I take it back... i loaded the reforged chain HAK on its own in a new mod and am not noticing this problem. I'll try to track down the source of the problem with my other content.
               
               

               


                     Modifié par henesua, 08 septembre 2012 - 07:49 .
                     
                  


            

Legacy_The Amethyst Dragon

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #62 on: September 08, 2012, 09:17:49 pm »


               For the flails, make sure you copy in the non-visible _010 models (I think it's _010, it could be _000, I don't remember)...especially if using the override version or combining with other haks.  They now contain the animations and are used by the others as a supermodel.  They don't show up in-game (no icon), but that model doesn't have to be visible to be referenced by other models for animations.
               
               

               


                     Modifié par The Amethyst Dragon, 08 septembre 2012 - 08:18 .
                     
                  


            

Legacy_henesua

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #63 on: September 08, 2012, 09:20:46 pm »


               Sorry to have bothered you with this. I just found the problem. It was my tweaked baseitems.2da.
Rather than **** in weapon wield I had it as 4. Don't know when that happened. Perhaps recently.

I am very sorry to have distracted everyone over my stupid mistake.

Carry on. '<img'>


[edit]
oh and it is top model part 001 for the heavy flail (and light flails) that has all those animations in it.
I did check that first because I had moved models around (I am using project q), which lead to some text changes in there. But that file is fine. All the animations work now that I changed the baseitems.2da
               
               

               


                     Modifié par henesua, 08 septembre 2012 - 08:22 .
                     
                  


            

Legacy_The Amethyst Dragon

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #64 on: September 11, 2012, 04:05:05 am »


               gmax and I are not getting along, it seems.  It doesn't want to save both the default animations and my new animations along with in the same model...which makes it basically impossible to line the new ones up right.

Rather than waste several more hours, y'all are just gettin' a new skinmesh for the whips, plus new handles and decorations.  Sorry to disappoint.  Who really uses the things, anyway?
               
               

               


                     Modifié par The Amethyst Dragon, 11 septembre 2012 - 05:59 .
                     
                  


            

Legacy_henesua

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #65 on: September 11, 2012, 04:59:53 am »


               I did two things to make whips a viable choice for players:
(1) Allow players to equip a whip in either or both hands. This enables sword and whip combos.
(2) Make the whip available for rogues and bards. Bards and rogues should have use of a whip without having to invest in the exotic weapon proficiency.

It is too bad that in NWN whips don't have greater range than any other melee weapon, but once you enable use in either hand, their usefulness increases dramatically.

In otherwords, I am disappointed that your awesome new whip animations won't make it into the prime time. But I am still excited that you'll be giving them a facelift. I already LOVE your fire whip.
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #66 on: September 11, 2012, 08:04:02 am »


               Applying the skinmesh to the whip is going to be a pain, too.  The default state is coiled up, so it's a minor tangle of bones that influence the skin of the whip.  It'll be a matter of adjusting weights for individual vertices.

Individual vertices I'm currently in the process of welding together...turning 35 individual cylinders into a single coiled tube-ish object.

The new animations were supposed to look pretty much like the old ones, except with 36 segments instead of 8.  The new whip will still look better coiled up than the old one, even without brand new animations.

If using a hak, your whip-users will be getting some more variety out of this.  Instead of a single color of whip (black), we'll end up with four colors for the whip part (top), four for the handle decor (middle), and four for the handle's grip (bottom).  The default color will be brown instead of black (since most whips seem to be made from plain leather, not dyed leather).

Enlarged view of the new braid textures:
'Posted

I may reduce the color saturation on the golden braiding a little before I'm finished, depending on how it looks in-game.
               
               

               
            

Legacy_gutwrench66kg

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #67 on: September 11, 2012, 08:11:30 am »


               looks great!
               
               

               
            

Legacy_Bard Simpson

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #68 on: September 11, 2012, 11:09:44 am »


               You're doing great things here, TAD. I especially appreciate the work on whips, what with a character I'm currently trying to develop (an RP concept somewhat simulating a balrog). This is beautiful work; thank you, oh Great Drake!
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #69 on: September 19, 2012, 09:48:46 am »


               Finally done with model work for the next group of weapons.  Now I need to work on inventory icons for them. Here's a little preview, showing the default (parts 1, color 1) for whips, sickles, and kamas, and appearance 11 for darts.

'Posted

Link for full 800 pixel sized image.
               
               

               
            

Legacy_Just a ghost

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« Reply #70 on: September 19, 2012, 10:51:34 am »


               Very nice! With that whip you can show off at Kinky Kingdom!
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #71 on: September 24, 2012, 09:39:02 am »


               I finished with part 7 of 8 a few days ago.  Onto the final (8th) part: Missile Weapons (short bow, longbow, light crossbow, heavy crossbow, sling, arrows, bolts, and bullets).

The launchers will be getting all new models.  The ammunition will be getting new ground models, with their updated inventory icons based on the ground models.

Now, just to whet your appetite for new content, here's an in-game test of my new longbow, which worked on the first try, animations and all.
'<img'>

'Posted
               
               

               
            

Legacy_OldTimeRadio

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #72 on: September 24, 2012, 08:46:32 pm »


               Great work!  Clearly a huge improvement over the older models yet stil looking perfectly natural and not out of place.  Very nice.
               
               

               
            

Legacy_NWN_baba yaga

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #73 on: September 24, 2012, 08:53:08 pm »


               thats what i call a perfect bow AD:)
               
               

               
            

Legacy_dusty.lane

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #74 on: September 26, 2012, 09:10:18 am »


               Great work AD! I can't wait until you're finished, hehe! '<img'>

PS, your texture pack was quite useful in not having to be forced to use the default crappy textures of crappiness. ':wub:'