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 .