Author Topic: Weapon sheats/weapons over back  (Read 628 times)

Legacy_Shadooow

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Weapon sheats/weapons over back
« on: August 30, 2013, 02:25:56 pm »


               Had anyone added more choices beside the 1.69's emopty sheats and greatsword on back? More interestingly if there are sheats weared at the belt?

doesnt matter whether Tail-based, Wing-based or VFX

Maybe small tutorial how would I made a new model based on that great sword on backs?
               
               

               
            

Legacy_The Amethyst Dragon

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Weapon sheats/weapons over back
« Reply #1 on: August 30, 2013, 04:30:25 pm »


               There was a good start at something like this:
krs_inventory: visible scabbards, cloaks, shields, etc. v1.0

For those wondering about what would be needed to expand on this, you can grab the "extend this concept" text file from the page for my VFX Quivers & Arrows.

Both of these are VFX-based, rather than armor-, tail-, or wing-based.
               
               

               


                     Modifié par The Amethyst Dragon, 30 août 2013 - 03:31 .
                     
                  


            

Legacy_Rolo Kipp

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Weapon sheats/weapons over back
« Reply #2 on: August 30, 2013, 04:50:20 pm »


               <forging more...>

Also, ShadowM improved on Cestus Dei's Torso-aligned Templates...
'Image
...with a GMax scene you can use to adjust each of the race/gender VFX you will need.

<...links>
               
               

               
            

Legacy_henesua

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Weapon sheats/weapons over back
« Reply #3 on: August 30, 2013, 05:07:10 pm »


               I'd like to see what you are looking for too.
               
               

               
            

Legacy_ShadowM

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Weapon sheats/weapons over back
« Reply #4 on: August 30, 2013, 10:37:07 pm »


               I been doing a lot of vfx for the animals on shoulders. I can even do animations with them. Like everyone else, please give us an example of what you want to add and we can use that as the base for teaching. I could write up a tutorial maybe as a break from the animals. Just thinking.
               
               

               
            

Legacy_Shadooow

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Weapon sheats/weapons over back
« Reply #5 on: August 30, 2013, 11:21:37 pm »


               

ShadowM wrote...

I been doing a lot of vfx for the animals on shoulders. I can even do animations with them. Like everyone else, please give us an example of what you want to add and we can use that as the base for teaching. I could write up a tutorial maybe as a break from the animals. Just thinking.

well, i would like to allow each weapon (basic 1-1-1 style is enough ofc) to be used in sheat, or hanged on the backs, belt

my bigger goal is to make a drawing/equipping weapons more PnP and to distinguish weapons in backpack and weapons wearing in quick position graphically
               
               

               
            

Legacy_Master Jax

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Weapon sheats/weapons over back
« Reply #6 on: August 31, 2013, 06:03:06 am »


               The KRS pretty much covered it. As for implementation, I found using them as wings works best. You can play around with a lot of models here and there.
               
               

               
            

Legacy_Rolo Kipp

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Weapon sheats/weapons over back
« Reply #7 on: August 31, 2013, 02:13:19 pm »


               <reflecting...>

VFX drawback: no reflection/envmapping. Torso, head or base aligned.
Wing drawback: only one model at a time and conflicts with wings. Torso-aligned.
Tail drawback: only one model at a time and conflicts with tails. Pelvis-aligned.

The primary reason I champion VFX for accessories is that it's possible to layer the VFX for that "Compleat Adventurer" look.
You know... Quiver and greatsword, backpack and bedroll, scrolls, money bag, mace, crossbow, coil of rope, familiar, ten foot pole, grappling hook, chest of loot, keg of dwarfish ale...
(Have to keep the old dwarf happy, you know!)

<...on diversity>
               
               

               
            

Legacy_ShadowM

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Weapon sheats/weapons over back
« Reply #8 on: August 31, 2013, 03:35:38 pm »


               Well from what I think ShaDoOoW is saying is he want every combination of weapon on backs which we had this discussion before in the CC forums and the sheer number of combinations and resources it would take was some crazy number I think someone calculated out. If bioware gave us three separate nodes for along the back and along the leg and made a special function call to find and set though and / or we add custom nodes to chest then that we could link to the standard mdls then it be a lot easier. The best I would have to say is do every weapon base item on back and leg and I do not how in-depth KRS system goes but sound like a good start added with Amethyst Dragon quivers. Another drawback to vfx is you have to have a visual for every race/gender combo and if you really want complete you have to include big pheno. I take a look at KRS system.
               
               

               
            

Legacy_Rolo Kipp

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Weapon sheats/weapons over back
« Reply #9 on: August 31, 2013, 04:29:33 pm »


               <pulling his...>

At a glance, I see 27 baseitem weapons that might go either on back or at the waist (discounting the very large two-handed items like halberd and double-bladed sword which I can not see anywhere but in hand). Multiply that by 14 (two of which are duplicates) and you get.378 VFX for weapons. (Edit: Note that Shad only asked for the first 1-1-1 model of each type).

Wow! That's a lot of models! That's impossible! No one could...
Heh.
TAD, how many models did you make for Reforged? =)
*Not* disagreeing, SM, just pointing out that the VFX route isn't *completely* insane :-)
Before I add anything else, I should probably look at KRS, eh?

Edit: LOL, KRS *is* using VFX :-) And it's interesting that he found a bug with Whirlwind attack I hadn't known about :-P Always something new, isn't there?
Is WWA using a VFX for the attack? How can the impact node possibly be unlinked during the animation unless it's a bait-and-switch routine (Swap in completely custom model tree for WWA)?

<...boots off to count>
               
               

               


                     Modifié par Rolo Kipp, 31 août 2013 - 04:29 .
                     
                  


            

Legacy_Shadooow

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Weapon sheats/weapons over back
« Reply #10 on: August 31, 2013, 04:57:28 pm »


               I havent yet fully checked KRS, but actually I am ok with the tail/wing solution, as I wont allow players choosing tails/wings on their own. Just an idea but, given how many choices on the equipment there are and how less tails/wings there are, wouldnt be easier to make wings/tail VFX based?
               
               

               


                     Modifié par ShaDoOoW, 31 août 2013 - 03:58 .
                     
                  


            

Legacy_Rolo Kipp

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Weapon sheats/weapons over back
« Reply #11 on: August 31, 2013, 05:22:51 pm »


               <pinching off...>

That would be a question of animations.
The way animations are inherited now, tails and wings get slots for most of the parent model anims. I.e. the modeller can have the tail swish *this* way when slashing right and *that* way when slashing left.

VFX have a different set of anims available and *they are not tied to the PC model*. So you *can* animate a VFX, but it will have no synch with what the PC is actually doing.

And, as noted in my edit above, KRS *is* using a VFX solution, though there's some bugs and quirks and unfinished implementation (particularly the unequip function that removes the VFX).

I'm liking what I see so far as a base for something.

<...the anim stream>
               
               

               


                     Modifié par Rolo Kipp, 31 août 2013 - 04:23 .
                     
                  


            

Legacy_ShadowM

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Weapon sheats/weapons over back
« Reply #12 on: September 01, 2013, 02:21:23 am »


               Oh I thought he wanted all variations. Does he want all color combinations also?.  Getting to the making import the three parts of the weapon combine them and export them out, reference them in the wing.2da and/or tail.2da and check in game to see the proper orientations of the item compared to the pc. That with using the wings / tail method. Using the vfx method you combine in the similar fashion then import/merge into Torso-aligned Template line it up the way that looks good for you and export it with you new model name usually matching up to race/gender add that line to your visual.2da and run it multiple ways with scripting. Chat command, conversation etc.. to set the visual you want. This is just a general overview of it. Just glancing over KRS system I have to say it need some work to get it up to 1.69 compatibility with it scripting and it visual.2da etc..
               
               

               
            

Legacy_The Amethyst Dragon

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Weapon sheats/weapons over back
« Reply #13 on: September 01, 2013, 03:53:01 am »


               

Rolo Kipp wrote...

Wow! That's a lot of models! That's impossible! No one could...
Heh.
TAD, how many models did you make for Reforged? =)
*Not* disagreeing, SM, just pointing out that the VFX route isn't *completely* insane :-)

hehe...

Altogether for that little project I made 5,096 finished models.
               
               

               
            

Legacy_ShadowM

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Weapon sheats/weapons over back
« Reply #14 on: September 01, 2013, 04:09:04 am »


               

The Amethyst Dragon wrote...

Rolo Kipp wrote...

Wow! That's a lot of models! That's impossible! No one could...
Heh.
TAD, how many models did you make for Reforged? =)
*Not* disagreeing, SM, just pointing out that the VFX route isn't *completely* insane :-)

hehe...

Altogether for that little project I made 5,096 finished models.


Wow '<img'> that a lot of models. LOL at little project. I wish I had time to do somethng that big. Glad you around to jump on umm the little projects hehe. I stick to the even smaller ones hehe '<img'>