Author Topic: Transparent Model Parts - Robe based creature models  (Read 719 times)

Legacy_Failed.Bard

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Transparent Model Parts - Robe based creature models
« Reply #15 on: July 01, 2012, 03:10:19 am »


                 Okay, now that my curiosity with moving tiles is satisfied, back to this for a bit.

  One note I should make about it, in case anyone else tries as well, is that creature models that have the animations in them instead of supermodeled to another model, seem to work much better.
  I still haven't managed to get the animations attached correctly on the malar I was modifying that used c_cat as the supermodel.

  A way to attach a plt to a creature model directly would be preferable, but this method would allow for 255 tintable creatures per letter at least.  I just need to figure out why it's not using the specific races plt for the robes, and if that part can be fixed.
               
               

               
            

Legacy_Carcerian

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Transparent Model Parts - Robe based creature models
« Reply #16 on: July 01, 2012, 04:43:07 am »


               Try using the Cat model with malar skin?  They should be close enuf to match '<img'>
               
               

               
            

Legacy_Failed.Bard

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Transparent Model Parts - Robe based creature models
« Reply #17 on: July 01, 2012, 04:58:05 am »


               

Carcerian wrote...

Try using the Cat model with malar skin?  They should be close enuf to match '<img'>


  Seems like that doesn't work either.  Maybe it can only use animations on robes which use the same *_g naming convention as standard PC character models.  That would make sense since I'm on a half-orc model still with it.

  That's not that big an obstacle if a base appearance can be set up specifically for cats, dragons, etc..., groupings based on commonality in base animations/model parts.
               
               

               
            

Legacy_Failed.Bard

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Transparent Model Parts - Robe based creature models
« Reply #18 on: July 14, 2012, 06:46:11 pm »


               A bit more playing around, and this is what I've found out so far on this method of handling creatures.

  It seems I set up the base model for the creature wrong, and that's why I was having the plt issues.
  Dynamic races above a certain line (appearance 481 I think it was, OTR linked me to the info I needed) will use their own plt, races below that line default back to pmh0_*.

  Weapons (And likely all armour parts and impact nodes) are positioned based on the base model, not the numbers used to align and animate the creature model on the robe appearance.  Races would need to be set up based on model size, likely staying within 0.1 or so for the base scale to keep things aligned properly.  Creatures that don't use weapons or armour aren't affected by this obviously.

  Male and female appearances both work properly, meaning there's an extra 256 potential creatures available per race letter used.  Does anyone know if the other genders (both, other, and none) have useable prefixes for character parts?  That'd be quite a few more slots to use for everything if they do.

  So far, only a_fa and a_ba supermodeled creatures have animated properly.  Likely it is a case that the basemodel nodes and robe creature nodes have to match to animate right.
 
Making plt files is a pain, but I do like the customizability this method offers.

Here's the kathnee from v1.4 Q as a female robe.  This one uses both leathers, both cloths, both metals, hair, skin (for the lighter hair patches), and tattoo2 (for the leg and hand wraps).  Some colours are set on the armour itself, some on the creature, but all 10 colour layers can be used.
'Posted