Author Topic: Need 2 sword models made and textured: will pay!  (Read 1181 times)

Legacy_MerricksDad

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Need 2 sword models made and textured: will pay!
« Reply #45 on: March 23, 2014, 09:45:14 pm »


               

The original model files I had sent used internal node names that differed from the actual filenames. Sometimes in the toolset, that makes a difference. In game, it does not. do they work in-game for you?


 


In the package I just linked above, I went back and fixed all the internal node names to exactly match the files names and now I can't get the toolset to fail no matter how hard I try. Give those files a try and see if it makes a difference for you.


 


I am certain they would work for you in-game before, but you have proven they don't look so nice in the toolset.



               
               

               
            

Baaleos

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« Reply #46 on: March 23, 2014, 09:54:53 pm »


               

Have you just updated the package?


 


I am changing the filenames on my end - so maybe that was the cause.


I am trying to get the sword to work with the WSwLz prefix.


Which is the longsword 2* base item from CEP2.


 


I chose this one as its very sparsely used in my mod.


 


Is it possible for the node names to inherit their names from the filename, or must they be hardcoded?


 


Thats probably why soulreaver gave me problems too, I renamed it to work with Longsword 2 as well.



               
               

               
            

Legacy_MerricksDad

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« Reply #47 on: March 24, 2014, 12:30:06 am »


               

In the post just up a bit from here, I linked both a zip and a 7z file option with replacements in them (and that bull face sword I did for the tutorial)


 


Anything inside the file is what you get. But the toolset and the engine interpret things differently. For instance, in the toolset, if any two of the loaded weapon parts have the same node name, then it has a silent error, and does not display a weapon model. But in the game, the models are stacked differently and do not care what the base node name is, so you can copy any mdl file and just change the filename and it will register as different models. Not so with the toolset, but that is what I had done in the first release package.


 


If you want to use the WSWLZ weapon, open the three wswls files t, b and m and replace "wswls" with "wswlz". Then in your file directory, change the name of anything I sent that starts with wswls => wswlz and also iwswls =>iwswlz. That should fit your needs.



               
               

               
            

Baaleos

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« Reply #48 on: March 24, 2014, 07:47:07 pm »


               

Hi MavericksDad,


Double Deity and Gagnrad are now working, however it seems that when I am in a CEP enabled module, Overture doesnt want to let me use the handle with it.


Its a small issue, as the handle is mostly hidden from view anyway when wielded.


 


Dont suppose you might have any hints?


 


I've got the following in my override.


 


TGA Files


iwswlz_b_091


iwswlz_m_091


iwswlz_t_091


tx_overture


 


 


MDL


wswlz_b_091


wswlz_m_091


WSwLz_t_091



               
               

               
            

Legacy_MerricksDad

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« Reply #49 on: March 24, 2014, 11:46:06 pm »


               

If I had to guess, you have a cep-packed handle at position 9-1 which overrides the override directory in a module. I don't use cep as a whole, so I don't truly know for sure. So you need to create or find an empty-model handle to use. You can either locate an unused slot in the cep longsword handles and use that slot, or edit your baseitems 2da longsword or cep-longsword entry to allow for greater number diversity. I havent looked, but I am guessing cep-longsword also only goes from 10 to 100.


To find an empty slot, without altering 2da's, just cycle through the available handle appearances and if one comes up as a brown sack, or if that number is omitted, then it should be empty and available. Then just edit the index number of the files (wswlz_b_091 and iwswlz_b_091) to fit that slot (wswlz_b_0X1). You might actually have better luck changing the color index and looking for a blank. Remember those go up to 9 also, so if your toolset shows a highest number being lesser than 9, then you can use any higher number than shown, up to and including 9, because you don't currently have a model for those colors. (wswlz_b_09X).


 


Don't read further if you don't want a headache...


This is exactly why I up all my number ranges to 10-250 so I get 675 (9 * (25 + 25 + 25)) unique weapons, minus three (total) for empty-model for each top bottom and mid. I know vanilla NWN's method gives you up to 140625 (9 * (25 * 25 * 25)) non-unique, but interchangeable weapons per baseitem line, but I prefer very specific looking weapons like you are using now. (does anybody know if that math is right, I certainly don't max mine out at all, even adding weapon effects right on the weapon models)


If you really want to get crazy (and I bet you don't right now), most, if not all, weapons will also allow you to use them as single-part items, in which case you can change your range from 1(0??) to 255 and have 255 (256??) unique items without having to bother with top mid and bottom plates. However, that may or may not screw with the toolset, so you might have to use a GFF editor at that point. I don't suggest it unless you have your own software and know what you are doing.



               
               

               
            

Legacy_MerricksDad

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« Reply #50 on: March 25, 2014, 09:06:41 pm »


               

If anybody wants one or two more weapons done this week, I will be here looking for one or two to do myself. I want to make some more videos on how easy it is to model weapons.



               
               

               
            

Legacy_henesua

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Need 2 sword models made and textured: will pay!
« Reply #51 on: March 25, 2014, 09:21:57 pm »


               

Have you ever considered making more variations of the Maul? I think CEP has these, but they've been around a very long time.


 


Here's a model on nwvault for the kind of thing I am talking about: a big hammer on the end of a staff that you wield with two hands.


Feanor's Amroury also has some mauls in it.


 


I'd also like some more variation for the Kukri… '<img'> and so on. I could make requests all day for more of these things so I'll just stop now.



               
               

               
            

Legacy_Malagant

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« Reply #52 on: March 25, 2014, 09:42:38 pm »


               

 


If anybody wants one or two more weapons done this week, I will be here looking for one or two to do myself.



If you aren't just talking conversions, I've always wanted Ragnara's longsword.


33174.jpg


Then again, I've always wanted Rangnara for my players, but that's a whole other story. I would love the sword if you are up to it.



               
               

               
            

Legacy_MerricksDad

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« Reply #53 on: March 25, 2014, 10:12:24 pm »


               

So, now I am gonna be lazy, does cep have a maul baseitem type?


I'd love to do some mauls! Maybe I could do that Thorgrim's hammer from Conan the Barbarian. Always wanted that in NWN.


 


This gemmy sword thing should also be doable.


 


               
               

               
            

Legacy_henesua

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« Reply #54 on: March 26, 2014, 12:37:51 am »


               

Go to feanor's armoury for the baseitems.2da. He's got some nice mauls, and the 2da to back them up. '<img'>



               
               

               
            

Legacy_MerricksDad

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« Reply #55 on: March 26, 2014, 01:56:28 am »


               

Pm3wwEs.png


 


Had some fun with this one, but the video capture failed and I got a multicolored screen starting at 30 seconds in and lasting for the rest of the entire video. Gotta love free software.



               
               

               
            

Legacy_Malagant

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« Reply #56 on: March 26, 2014, 12:10:08 pm »


               

 


Had some fun with this one



 


I think I am in love. That is absolutely beautiful and my daughter will probably love you more than me now.


 


They've been around pnp gaming since early childhood and Ragnara is one "iconic" character she adores (I even tracked down one of those minis for her). Since no one ever gets together to game anymore, we've all migrated to using NWN as a proxy. her brother is going to be jealous if her character gets this and he doesn't get his bow! (I'm still working on that behind the scenes).


 


I look forward to analyzing your tutorials and hopefully getting my own sketches off the paper. A full set of deep crystal weaponry is something I hope to implement on our LAN.



               
               

               
            

Legacy_MerricksDad

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« Reply #57 on: March 26, 2014, 02:51:59 pm »


               

Before I pass that sword off, I want to work on the inner crystal, and maybe put VFX right on/in the weapon index. Because it is curved, and not of the same shape as the basic longsword, applied VFX might look bad.


Is this ice, or some kind of magical psi crystal? I am not super familiar with Ragnara. Can you make some suggestions as to what the glow and VFX should be like?



               
               

               
            

Legacy_Empyre65

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« Reply #58 on: March 26, 2014, 05:36:27 pm »


               

Maybe the shape matches a scimitar more than a longsword?



               
               

               
            

Legacy_MerricksDad

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« Reply #59 on: March 26, 2014, 06:37:11 pm »


               

I think it probably does, but this is slightly longer than the longsword base model (currently). I should load up my plates library for weapon emitters and see what the general shape of scimitar is.