Author Topic: invisible clothing  (Read 514 times)

Legacy_azaz1234

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invisible clothing
« on: December 20, 2015, 05:24:59 am »


               

no, not the kind the emperor wore... but :


 


i noticed upon equipping a cloak onto a cep wemic that the cloak isn't visible. the same cloak is visible on human characters. this has intriguing possibilities... up til now, i thought the only way to make a cloak invisible was by modifying its entry in cloakmodel.2da, but obviously i'm wrong. does anyone know how this can be done per creature ?


 


also, i'm interested in open-faced helms. i've had a good run through the offerings on the vault, and they all seem to fall into 2 categories : either they're not truly open-faced and 'cheat' [i.e., part of the helm model is a 'face'], or they're vfx. the vfx approach looks exactly like what i'm looking for, but all of these seem to be activated by an item in inventory or a wearable item other than the helm [e.g. amulet]. is there no way to make an 'invisible' helm model that would require the character to don the helm in order to get the effect, and have the OnEquip script actually apply the appropriate vfx ?



               
               

               
            

Legacy_Proleric

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invisible clothing
« Reply #1 on: December 20, 2015, 09:45:30 am »


               The simplest way to make cloaks invisible for a given dynamic creature and phenotype is to remove the cloak node from the model. That's how the mounted phenotypes work. I imagine wemic normal phenotype is the same. Bear in mind that although the cloak is invisible, any item properties still apply when the cloak is equipped.

The problem with an invisible helmet model is that the head disappears, too. If a normal helmet model is replaced with a vfx by OnPlayerEquipItem, there's no way to remove it, because the icon disappears from the helmet slot. I believe that's why vfx helmets are implemented differently.

You could probably define a phenotype with no helmet node in the model (haven't tried it). OnPlayerEquipItem could switch to that phenotype and display the VFX instead. You could then still remove the helmet from the slot, using OnPlayerUnequipItem to remove the VFX and revert to normal phenotype. Bear in mind that robe models need to be duplicated for the new phenotype.
               
               

               
            

Legacy_azaz1234

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invisible clothing
« Reply #2 on: December 20, 2015, 11:44:09 am »


               


The simplest way to make cloaks invisible for a given dynamic creature and phenotype is to remove the cloak node from the model.




 


thanks for the info, that clears up a mystery. '<img'>


 


i see a bunch of nodes in the basic model -- handconjure, head_g, rhand_g, lwrist_h, etc. -- about 60 in all. nothing here says 'cloak', so i'm guessing i should be looking for a node of a different name. any idea what it might be called ?


               
               

               
            

Legacy_OldTimeRadio

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invisible clothing
« Reply #3 on: December 20, 2015, 05:53:29 pm »


               

What you're looking for, I believe, is the dummy node labelled "Cloak_g" and which you can find in the "p model" for each of the races, parented to torso_g.  So, pmh0.mdl for human males. 


 


This can be a little non-obvious to find.  If you're using something like NWN Explorer Reborn, it'll be under:


NWN:HotU Patch Data->data\xp2patch.bif->Models->pmh0.mdl



               
               

               
            

Legacy_azaz1234

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invisible clothing
« Reply #4 on: January 12, 2016, 01:38:41 pm »


               

thanks, OTR, that solved the problem !


 


cheers