Girallon looks fantastic MD '>
Love to see a "snow version" of it too. (It can get quite cold at the top of Kilimanjaro )
On another issue:
Can one move the impact node of a supersetted model just anywhere within the model's worldspace with impunity from Nwn?
(I mean, will the individual model function correctly when it's impact node is positioned differently than the superset model?)
It is the point from which the engine determines contact and location between objects, right?
How many impact nodes can there be? (Only one?)
<Due to my ongoing project issues:>
Should I consider the inclusion of alternate nodes (aka wings, rhand, etc) in these animal conversions for future builders?
I saw a critter with wing nodes somewhere in Nwn, was it Q? d20?
Can creatures support wing nodes? vfx? other?
Through the inclusion of a game recognized node can geometry be independently controlled / accessed for any (all) of S, L, F models?
Other nodes that I am aware of may also be viable for what I have expressed in other threads. I have not had time to investigate.
Which non geometry nodes shall be included in creature files? I can imagine animated spell effects doing what I'm considering...
<still justly vetting those more resistant critters>
WHITE APES
The garillon shares skin textures with the gorilla and bar-lgura. I do have a white one I am working on, but the area lighting keeps coloring it brown tinted, even when the lighting is set to white. I don't get it.
IMPACT NODES AND OTHER USE NODES
The impact node is the position from which the impact vfx are positioned. I believe the actual location/size of the model is based on its position in relation to the aurorabase. For instance if I have my Garillon, which is long like a dog or cat model, positioned like an upright human, with its rootdummy nearly over 0,0 on the aurorabase, then the bent-forward Garillon would more likely pass through target creatures as it attacks, and similar when it is attacked. It will also more likely pass through walls as it walks around (at least the head). I took a funny screen last night of the gorilla's ass stuck right up against a pillar and it appeared as though it was itching a bit of something and the cheeks were wrapped around the tree. This again, is based on the center of the aurora base being 0,0.
So to answer your question, you can move the impact node to wherever you think the impact should be, and where impact oriented duration graphics should be played from. Same with the head node. They CAN even be attached to other nodes, rather than floating free, although you may find that free-floating pre-placed conjuration nodes look better if you try to move while long-duration VFX play from them. As an example, if you parent the head conjure node to the hand or torso, if you are allowed to walk while a head-based VFX is playing, it can cause some very interesting effects with gravity/mass particle emitters, as well as beams, especially those with linked or trailing effects.
There should only be one of each node type, as far as I understand, but I don't know what the engine will do if more exist.
INCLUDING SPECIAL NODES
As far as including stuff you aren't currently using, I would not bother. Unless you can successfully build wings and tails, or are offering packages of special wing or tail based gear to attach to your creatures, I would personally let the other person do that work and release another model pointing to your base animation. If you place your nodes in places they can't use anyway, they'll already have to do this anyway.
That being said, if you have a creature that might normally cast beam effects from a horn, an eye, etc, I would suggest placing monster nodes on your creature. If you google some of OTR's monster node details, you should get a video of how it works, if it is still up.
http://forum.bioware...pe-demo-module/
WINGS AND TAILS: USE WITH CAUTION
Creatures can support wing, tail and weapon nodes. You must pick the correct model type in the appearance.2da column named MODELTYPE. I believe if you want to incorporate wings, you add W to the entry, and if you want a tail, then you add a T. F type models have access to larger quantities of animations, and you would need to clone your animations that are for creatures to F-type animations for PCs. If you don't do that, they will stand still during that animation, or in some cases, continue to play the last animation which was defined and requested. The other two types of anim styles are L and S. The details for all these can be found on the NWN wiki page for appearance.2da.
If you intend to use made-for-PC wings and tails, I suggest using a combination of the NORMAL speed setting for your creatures, and also matching the length of your creature animations with that of the animations for the wings/tails. In my studies, I find most creature/animal animations are far too short to properly make use of wing and tail animations made for PC's. Other creatures who are supermodeled to the human animation series are just fine.
For all other uses of wings and tails, I would personally put them directly on the model and animate them in relation to your creature's movement.
I believe all the common impact or casting-from type nodes available from any model type are available for the other model types. Those include:
RHAND, LHAND, HEAD, HEADCONJURE, HANDCONJURE, IMPACT, WINGS, TAIL, and MONSTER<0-9>
Edit:
You might also try LFOREARM for shields