Author Topic: I need a quick hand from a modeler.  (Read 405 times)

Legacy_The Mad Poet

  • Hero Member
  • *****
  • Posts: 715
  • Karma: +0/-0
I need a quick hand from a modeler.
« on: May 23, 2015, 04:07:12 am »


               

I've tried. I really have. I just can't get it. This is not my cup of tea. I'm using one of the models from this hak in Avernostra.


 


http://neverwinterva...ack-powder-guns


 


This one: wambo_fxsonic.mdl


 


I'm not to familiar with the right vernacular so forgive me if I sound like a five year old. I've replaced crossbows with muzzle firearms in Avernostra. This hak gave me exactly what I needed... but there is something I just can't stand. Just like the crossbows and bows in NWN whenever the bullet strikes an enemy... it leaves this black pebble that sticks somewhere on their body. Just... half floating there all ioun stone like. It's creepy... and not in that good way.


 


I've tried at least a dozen ways to remove it in Gmax with NWmax and such, but I'm about as good at modeling as I am at brain surgery. I'm no doctor either. 


 


From what I understand this is a custom model that replaces the bolt with a black bubble that supposed to be a bullet, and if I am understanding correctly this model also holds the firing animation... which is a big puff of smoke that comes out of the muzzle. If someone could please give me a hand and get rid of this black bubble bullet while keeping the big puff of smoke I would be so appreciative I'd change my name to The Mad Limerick if you wanted.



               
               

               
            

Legacy_Tiberius_Morguhn

  • Sr. Member
  • ****
  • Posts: 396
  • Karma: +0/-0
I need a quick hand from a modeler.
« Reply #1 on: May 23, 2015, 07:39:55 am »


               

Ba-dum-dum!  I'm here all week folks!  Try the fish.


 


hand-front.jpg


 


Seriously though.  That model uses w_metal_tex as the bitmap for the trimesh portion of the bullet/ammo.  Hence you get the black you don't like.  You can try setting the render for trimesh to 0 but I think that kills any linked animations (the smoke) as well.  I have not tested this.  The best option would be to edit the model and replace the bitmap reference with another texture that is completely transparent.  I don't know if ammo inherits environmental effects so this could end up just making it really shiny.  Simply create a 16x16 transparent TGA with GIMP or something and call it mycleartex.tga or whatever.  Replace the bitmap line for W_metal_tex with what you named the transparent text.  Put the model and your transparent texture in your override and then try it in game.



node trimesh g_WAmBo_fxsonic
  parent WAmBo_fxsonic
  position 0.07 -0.25 0.1
  orientation 1.0 0.0 0.0 0.0
  wirecolor 1.0 1.0 1.0
  tilefade 0
  scale 1.0
  render 1
  Shadow 1
  beaming 0
  inheritcolor 0
  rotatetexture 0
  alpha 1.0
  transparencyhint 0
  selfillumcolor 0.0 0.0 0.0
  ambient 1.0 1.0 1.0
  diffuse 1.0 1.0 1.0
  specular 0.0 0.0 0.0
  shininess 1
  center 0.327055 -0.37855 0.977215
  bitmap mycleartex
  verts 14
    -0.00517931 -0.00785377 0.0611186
    0.0062058 0.035379 0.0281734
    -0.0308805 0.00963788 0.0240056
    -0.0397073 -0.0303827 0.0294939
    -0.0107584 -0.0446622 0.0385739
    0.0230266 -0.0438697 0.0192494
    0.0384372 0.0187157 0.0369084
    0.0142518 0.0399432 -0.0231731
    -0.0275728 0.00572118 -0.0274552
    -0.0398054 -0.0359765 -0.0167088
    -0.012596 -0.0475142 -0.0230855
    0.0277864 -0.0164886 -0.027309
    0.0463465 0.023532 -0.014438
    0.00903142 0.000672667 -0.0415743


               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
I need a quick hand from a modeler.
« Reply #2 on: May 23, 2015, 10:28:58 am »


               

If you get this working, it would be great if you could publish the revised model.



               
               

               
            

Legacy_The Mad Poet

  • Hero Member
  • *****
  • Posts: 715
  • Karma: +0/-0
I need a quick hand from a modeler.
« Reply #3 on: May 23, 2015, 06:11:13 pm »


               

Thanks for the advice TM, but you were quite right in thinking it would turn up shiny. I made the transparent TGA liked you suggested and attached it, and sure enough it looks like a shiny metal balloon.



               
               

               
            

Legacy_Michael DarkAngel

  • Hero Member
  • *****
  • Posts: 627
  • Karma: +0/-0
I need a quick hand from a modeler.
« Reply #4 on: May 23, 2015, 10:35:35 pm »


               Try this for a quick and dirty fix. Zero all the vert positions for the mesh.


--MDA
               
               

               
            

Legacy_The Mad Poet

  • Hero Member
  • *****
  • Posts: 715
  • Karma: +0/-0
I need a quick hand from a modeler.
« Reply #5 on: May 23, 2015, 11:51:06 pm »


               

animated-thank-you-image-0022.gif


 


Yay, that worked!


 


Yeah, I can release it after I'm done playing around and making sure it's 100%. I don't mind.



               
               

               
            

Legacy_The Mad Poet

  • Hero Member
  • *****
  • Posts: 715
  • Karma: +0/-0
I need a quick hand from a modeler.
« Reply #6 on: May 24, 2015, 06:09:56 am »


               

http://neverwinterva...-and-matchlocks


 


Released to the vault.



               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
I need a quick hand from a modeler.
« Reply #7 on: May 24, 2015, 09:56:56 am »


               

Thanks for publishing!


 


If we just want to suppress the black pebble, is it sufficient to overwrite wambo_fxsonic.mdl?


 


I already made some other changes, which I'd rather not unpick.



               
               

               
            

Legacy_The Mad Poet

  • Hero Member
  • *****
  • Posts: 715
  • Karma: +0/-0
I need a quick hand from a modeler.
« Reply #8 on: May 24, 2015, 03:24:46 pm »


               

Yes, if your only goal is to suppress the pebble then do so. If you don't edit the ammunitiontypes.2da file to have the WAmBo_fxsonic model in other rows you will have to use only ammunition with at least 1 point of sonic damage to make it work.


 


If your interested I've also included overrides in the hak for that sound the bolts make as they fly through the air. That slicing sound. It silences them.



               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
I need a quick hand from a modeler.
« Reply #9 on: May 25, 2015, 06:39:48 pm »


               

Well, this is great, many thanks.

Your version is a significant improvement to a classic original, for all the reasons stated.

 

My module is set in the early Renaissance, so I've adapted your solution to a scenario which supports both crossbows and firearms (see comment here).