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dynamic model cloaks?
Posted: Sun Feb 21, 2010 12:56 am
by Ezekiel
If I wanted a cloak to show up on a dynamic model goblin or kobold how would I do that? I'm sure whatever the 2da fix or whatever is, would only be visible on my screen. Nothing has come up searching the boards and nothing jumped out at me looking at the 2da's. Any suggestions?
Re: dynamic model cloaks?
Posted: Mon Feb 22, 2010 6:32 am
by Adm.Venge
Someone would have to make some changes to the models themselves (most likely with a 3D modeling program) to see Bioware cloaks. If they did it like how models equip weapons, you would have to add a special "node" to the neck area for the cloak to attach to (I guess I could open up a human model and check for certain, but I'm lazy).
Interestingly enough, the mount feature attaches a critter to a model's "tail node", so in theory, a bored modeler could add a "mount node" to any number of creatures to make them mountable. Also, if you added a "tail node" to custom races, they would have the capacity to ride a mount, I would need to work with a coder to make it happen though.
Back to your origional question, try adding a CEP cloak to your clothing/armor and see if it appears.
Re: dynamic model cloaks?
Posted: Mon Feb 22, 2010 8:08 pm
by Themicles
Adm.Venge wrote:Interestingly enough, the mount feature attaches a critter to a model's "tail node", so in theory, a bored modeler could add a "mount node" to any number of creatures to make them mountable. Also, if you added a "tail node" to custom races, they would have the capacity to ride a mount, I would need to work with a coder to make it happen though.
The horse doesn't have a mount node. A common misconception is that the horse and rider are separate objects when riding, but they aren't. The reason it uses the tail node is that the horse model while it's being ridden is, at an engine level, actually the tail. Take a look in the toolset, and look at the list of tails.
As for the original question, Adm.Venge is correct. Someone would have to modify the existing race models that don't support cloaks to enable support. In extreme cases, custom cloaks may even have to be made to do it right. In cases that use standard races as a template, it would be fairly easy if you have experience modifying NWN models.
Re: dynamic model cloaks?
Posted: Mon Feb 22, 2010 10:52 pm
by Beary666
Themicles wrote:Adm.Venge wrote:Interestingly enough, the mount feature attaches a critter to a model's "tail node", so in theory, a bored modeler could add a "mount node" to any number of creatures to make them mountable. Also, if you added a "tail node" to custom races, they would have the capacity to ride a mount, I would need to work with a coder to make it happen though.
The horse doesn't have a mount node. A common misconception is that the horse and rider are separate objects when riding, but they aren't. The reason it uses the tail node is that the horse model while it's being ridden is, at an engine level, actually the tail. Take a look in the toolset, and look at the list of tails.
So what happens if a Wemic tries to ride a horse? Doesn't the wemic model use the tail node for the lower body (at least I thought I saw that in IRC)?
Re: dynamic model cloaks?
Posted: Mon Feb 22, 2010 11:07 pm
by Grunt
So what happens if a Wemic tries to ride a horse? Doesn't the wemic model use the tail node for the lower body (at least I thought I saw that in IRC)?
The horse presses charges.