Author Topic: July 2012 Custom Content Challenge: Player Customization  (Read 4648 times)

Legacy_valasc

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July 2012 Custom Content Challenge: Player Customization
« Reply #180 on: July 16, 2012, 11:41:22 pm »


               

Carcerian wrote...

d20 Modern has something not unlike the Middle Screenie.

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It actually uses neck slot, thugh different parts could be wings, TaVFX, robe parts, etc.

If you want them animated you would probably want to make them wings I'd think...

The Doc-Oc Tentacles would def be cool to see animated '<img'>


Right, d20 does have the large set of mechadendrites, but something like the first screenie would be awesome. I was thinking when you said back, you meant the wing slot.  
               
               

               
            

Legacy_Carcerian

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July 2012 Custom Content Challenge: Player Customization
« Reply #181 on: July 17, 2012, 12:05:22 am »


               I just meant placement for Aligned Visual Effects can use only one of 2 impact nodes, the head or the torso (back).

VFX can of course be animated, you just would only have one repeating animation, over the different ones wings would allow. Wings demand more resources as well, as adding too many animations (such as 169 Dragon Wings) you can get lag when said wings first appear onscreen...

An extra set (or two) of colorable arms would make a great wing set, for cyborgs, mutants, outsiders, part-marillith, Xill...

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Different varieties could be armed, unarmed slamming fists, casting hands (as the CODI Glabrezu)

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                     Modifié par Carcerian, 16 juillet 2012 - 11:42 .
                     
                  


            

Legacy_valasc

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July 2012 Custom Content Challenge: Player Customization
« Reply #182 on: July 17, 2012, 12:31:28 am »


               Ahh, I see what you are saying now. Is there a tutorial someplace that discusses the process for making custom wings?
               
               

               
            

Legacy_Carcerian

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July 2012 Custom Content Challenge: Player Customization
« Reply #183 on: July 17, 2012, 05:56:55 am »


               Send In HaVFX Files and a VFX-cessories Widget Demo

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A Single "combo-tag" script adds any VFX by number, or removes all VFX...

// [_combo_tag_base_]
// [___ohh_shiney___]

//first 16 tag letters = script to execute, beyond (17+) = subtag data
#include "x2_inc_switches"
void main()
{
    if (GetUserDefinedItemEventNumber() !=  X2_ITEM_EVENT_ACTIVATE) return;

    object oTarget = GetItemActivator();
    string sTag = GetTag(GetItemActivated());
    string sSubTag = GetSubString(sTag, 16, GetStringLength(sTag)-16);
    int effectNum = StringToInt(sSubTag);

    if (effectNum>0)
    {
        SendMessageToPC(oTarget,"Adding VFX "+IntToString(effectNum));
        effect eVFX = SupernaturalEffect(EffectVisualEffect(effectNum));
        ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVFX, oTarget);
    }
    else
    {
        effect eVFX = GetFirstEffect(oTarget);
        SendMessageToPC(oTarget,"Removing VFX");
        while (GetIsEffectValid(eVFX))
        {
            if (GetEffectType(eVFX)==EFFECT_TYPE_VISUALEFFECT)
            if (GetEffectSubType(eVFX)==SUBTYPE_SUPERNATURAL)
            if (GetEffectDurationType(eVFX)==DURATION_TYPE_PERMANENT)
            {
                RemoveEffect(oTarget, eVFX);
            }
            eVFX = GetNextEffect(oTarget);
        }
    }
}

(___ohh_shiney___.nss, requires tag-based scripting to be enabled)
               
               

               


                     Modifié par Carcerian, 17 juillet 2012 - 05:13 .
                     
                  


            

Legacy_Carcerian

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July 2012 Custom Content Challenge: Player Customization
« Reply #184 on: July 17, 2012, 04:16:38 pm »


               Requests from Athas Reborn:

DM Heatstroke says...

Bald Athasian Dwarf heads?  Feral halfling heads?  Lask, slig or belgoi heads?

As a thought, beast heads for one of the giant phenos could be cool too '<img'>
               
               

               


                     Modifié par Carcerian, 17 juillet 2012 - 03:17 .
                     
                  


            

Legacy_Rubies

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July 2012 Custom Content Challenge: Player Customization
« Reply #185 on: July 18, 2012, 04:02:07 am »


               I'll be submitting a weird sort of... in-game character creation kind of thing? It's a few precisely arranged custom placeables, combined a set of scripts intended to look a little bit like part of vNWN's GUI and using OnClick to let a player alter appearances (head model, mainly). I guess it'll make more sense when I post an image. '<img'>
               
               

               


                     Modifié par Rubies, 18 juillet 2012 - 03:05 .
                     
                  


            

Legacy_Carcerian

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July 2012 Custom Content Challenge: Player Customization
« Reply #186 on: July 18, 2012, 05:02:29 am »


               Weird you say? *Intrigued*

*ATM working on making more of the same thing*

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Ladies Black-Felt/Red-Lace "Caberet" Bowler Cap
               
               

               


                     Modifié par Carcerian, 18 juillet 2012 - 04:03 .
                     
                  


            

Legacy_Carcerian

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July 2012 Custom Content Challenge: Player Customization
« Reply #187 on: July 18, 2012, 09:34:17 am »


               Sinfar Animae-Style Side-Mounted Cat-Girl  HaVFX (in Red)

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White...

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Black...

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                     Modifié par Carcerian, 18 juillet 2012 - 09:29 .
                     
                  


            

Legacy_Wall3T

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July 2012 Custom Content Challenge: Player Customization
« Reply #188 on: July 18, 2012, 04:36:32 pm »


               if anyone is up for it, how about a few Napoleonic Hats. It would be good to see a few "in between" style eras (ie between modern and fantasy).
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Legacy_Carcerian

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July 2012 Custom Content Challenge: Player Customization
« Reply #189 on: July 18, 2012, 10:29:33 pm »


               Talisstra (from Sinfar) volunteered her lit emitter "ladies cigar" HaVFX for conversion to male and addition to HaVFX Demo '<img'>

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The Tali-Brand Cigar HaVFX (now for men too!)

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                     Modifié par Carcerian, 18 juillet 2012 - 09:52 .
                     
                  


            

Legacy_Carcerian

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July 2012 Custom Content Challenge: Player Customization
« Reply #190 on: July 18, 2012, 11:42:44 pm »


               

valasc wrote...

Ahh, I see what you are saying now. Is there a tutorial someplace that discusses the process for making custom wings?


Bloodsong wrote one (not necessarily for beginners) as part of his universal wings and tails...

Universal Wings/Tails:

  Creating Models that Use Them  (advanced users)

  Adding them to your PC  (novice users, skip to part 5)


1: THE MODEL FILE

   the model file must have a dummy named "wings" and/or a dummy named "tail" (i think you can figure out which one is for which).

   you can just copy any dummy (handconjure is fine) and rename it "wings" or "tail" and link it to the appropriate base bodypart.  (ie: chest or pelvis, or wherever you want these things sticking out.)
   the wings node should be embedded pretty far into the model, so the wings stick into the body.  the tail should be up a little high, as some of the tails... well, they all aim a little differently, some tails are low and some are high.



2: THE APPEARANCE.2DA FILE

   you must also tell the appearance.2da file that the model can have wings/tails added to it, as well as what size those parts should be.

   look in the appearance 2da column labels.  the columns you want are MODELTYPE and WING_TAIL_SCALE.  the scale column is obvious, put 1.0 for standard, human-sized wings/tails.  use smaller numbers for smaller parts and bigger numbers for bigger parts.
   the model type isn't so obvious.  there are 4 types: P, S, F, and L.  P is for PC (or is it 'part based'?), which takes wings/tails by default.  any other creature will have to have a W and/or a T added to its model type to express the fact it can take wings and/or a tail.  (ie: L becomes LW for a large, wing-changing model; S becomes ST for a simple, tail-changing model; F becomes FWT for a full, wing/tail-changing model.)

   here are example lines from the appearance 2da.  turn off line breaks to be able to read it....

##         LABEL                   STRING_REF   NAME                   RACE              ENVMAP        BLOODCOLR   MODELTYPE   WEAPONSCALE   WING_TAIL_SCALE   HELMET_SCALE_M   HELMET_SCALE_F   MOVERATE   WALKDIST   RUNDIST   PERSPACE   CREPERSPACE   HEIGHT   HITDIST   PREFATCKDIST   TARGETHEIGHT   ABORTONPARRY   RACIALTYPE   HASLEGS   HASARMS   PORTRAIT         SIZECATEGORY   PERCEPTIONDIST   FOOTSTEPTYPE   SOUNDAPPTYPE   HEADTRACK   HEAD_ARC_H   HEAD_ARC_V   HEAD_NAME         BODY_BAG   TARGETABLE  

73         Gargoyle                2055         Gargoyle               c_gargoyle        ****          G           ST           ****          1                 1                1                FAST       2.7        2.7       0.6        1.6           1        0.6       2.1            H              1              18           1         1         po_Gargoyle      3              9                0              2              1           60           30           Gargoyle_head     3          1           


3: MAKING NEW WINGS/TAILS UNIVERSAL:

   if you build a wing/tail that uses any of the base models as a supermodel, it will automatically be 'universal.'  (as long as you have my base mdl files in your hak!)

   if you make all-new animations, you will have to create two sets: the normal (pc) set, and the simpler creature set.  this isn't hard, just copy similar sets with new names.  ie: walk to cwalk, 2hslashl to ca1slashl, etc.
   since they are only wings/tails, the motion won't be too detailed, except for a lot of flapping and waggling.  you don't even have to bother with all the short animations that last a split-second.  cover the main attack animations, the walking/running animations, and the looping animations (such as conjure, fall back/forward, etc).  for the rest, the wings/tail will freeze up and remain static, but it isn't that noticeable if, for example, the wings don't flap while you sidestep left or stab short distance forward.
   so, here's the list of animations to copy.  it isn't that long at all!

WING ANIM CONVERSION LIST

FROM        TO

appear        cappear
disappear    cdisappear
disappearlp    cdisappearlp

1hslashl    ca1slashl
1hslashr    ca1slashr

dodges        cdodges

nwstab        ca1stab

kdbck        ckdbck
kdbkps        ckdbckps
kdbckdmg    ckdbckdmg
kdbckdie    cdkbckdie

spasm        cspasm

deadback    cdead

walk        cwalk
pause1        cpause1

run        crun

taunt        ctaunt


4: PUTTING IT ON YOUR CREATURE:

   if all went well, you should be able to select your creature appearance in the toolset, go to the advanced tab and pick wings and/or tails to put on it.  note: when you first add wings/tails to a creature that uses a scale other than 1.0, you won't see the proper scale until you exit the creature properties.

   if it doesn't go well...

   if you can select wings/tails to add to the model, but they do not appear, somehow your nodes are not in the model, or they are named wrong.  make sure you use "wings" or "tail" (and not "wing" or "tails") as the dummy name.  also remember to link the dummy to its parent body part!
   if you can't even select wings/tails to add, then something is not right in the 2da file.


5: PUTTING IT ON YOUR PC:

   you will edit your character with LETO.  (http://sourceforge.net/projects/leto)  if you are not familiar with using LETO, please see the LETO home page:  (http://weathersong.infopop.cc/6/ubb.x)
   first, create a copy of the character you want to work on.  this is best done by going into NWN, loading the character into any module, and doing Save Character.
   run LETO and load the copy of your pc character.  go to the advanced editor -- menu: tools: advanced editor.  scroll down past the stats and skin/hair colours until you find the entries named Tail and Wings.  this is where you change -- guess what! -- the tail and/or wings.
   you will need the wings/tail line number from the wingmodel.2da or tailmodel.2da.  look in the wingtaillist.txt file for these.  now, double-click the Tail or Wing number, which should currently be 0, and type in your new number.  (do not touch where it says UINT8). 
   you must now save from the advanced editor; this is important, since it doesn't have a file: save option.  right-click on any line in the editor, then you will see Save File.  click OK on the default options for saving the bic.  now this is the tricky part.  select a copy of your character you want to overwrite (ie: the original).  don't try to put in a new name, it doesn't work right (at least for me).  remember to always have more copies/backups of your character before you do this.
   now, your pc will have the wings/tail of the number(s) you entered.

IMPORTANT: YOU WILL NOT SEE ANY WINGS/TAIL ON YOUR PC IF YOU GO INTO A MODULE THAT DOES NOT USE THIS HAK or a compatible hak,  YOU WILL NOT SEE ANY WINGS/TAILS ON YOUR PC IN THE ORIGINAL CAMPAIGNS, NOR PREMIUM MODULES, NOR PWS THAT DO NOT USE THIS HAK.

   WITHOUT THE HAK IN THE MODULE, THERE ARE NO WINGS/TAILS IN THE MODULE.

   read all the all-caps stuff again if you edit your pc and don't see wings/tails on it.

   now, you *can* open this hak in the NWN Hak Editor (poke around in your NWN directory, it's there somewhere, named "nwhak.exe"), and Export all the files into your "Override" directory.  THEN, you will see wings/tails in the original campaigns, and in the premium modules.  you MAY or MAY NOT see them in modules that use other haks,  you MAY or MAY NOT see them in pws that use other haks, and other people DEFINITELY WILL NOT see the wings/tail you see when you join other games.

IMPORTANT: STUFF IN YOUR OVERRIDE DIRECTORY IS ON YOUR COMPUTER AND ONLY YOU CAN SEE IT.  NO ONE ELSE CAN SEE IT, unless they have the same files in their override.

   the override directory is simply a directory named "override" (or "Override") under your main NWN directory.  if you do not have one, you can simply make one.


               
               

               


                     Modifié par Carcerian, 18 juillet 2012 - 10:45 .
                     
                  


            

Legacy_Carcerian

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July 2012 Custom Content Challenge: Player Customization
« Reply #191 on: July 19, 2012, 12:43:35 am »


               DLA Lisa's Elven Glasses for Humans HaVFX

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                     Modifié par Carcerian, 18 juillet 2012 - 11:44 .
                     
                  


            

Legacy_valasc

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July 2012 Custom Content Challenge: Player Customization
« Reply #192 on: July 19, 2012, 01:02:26 am »


               Thanks. I will look at it, but it is probably beyond my meager skills.
               
               

               
            

Legacy_Carcerian

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« Reply #193 on: July 19, 2012, 02:03:08 am »


               Ladies Lord of Worms Hood HaVFX

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Legacy_Carcerian

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July 2012 Custom Content Challenge: Player Customization
« Reply #194 on: July 19, 2012, 10:34:18 am »


               Hulk-kin Antennae and Eye HaVFX (requested by BaronMori @ Sinfar)

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                     Modifié par Carcerian, 19 juillet 2012 - 09:35 .