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Thread: Changing Creature Parts? | |
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masonjo
Hired Hero
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posted September 26, 2009 11:00 AM |
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Edited by VokialBG at 18:32, 28 Jul 2011.
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Changing Creature Parts?
How do you giva a creature a different creatures bodypart/weapon?
Like Radar's [url=http://heroescommunity.com/viewthread.php3?TID=27330]Dual-wielding Vindicator mod[/url] for example?
Specifically how would I put a Wolfs head and tail onto an Orc Slayer body? I have cut the tail and head from the rest of the body and removed the head from the orc, and I have some other mods to work from but im a bit lost.
Help would be greatly appreciated
Moderator's note: for minor questions, please use [url=http://heroescommunity.com/viewthread.php3?TID=24429]the questions topic[/url]. This one is now locked!
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TSoD
Promising
Famous Hero
NCF Blacksmith
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posted September 26, 2009 11:30 AM |
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Use effects with ModelInstances
Look in my NCF creatures how I did (in the Bean Sith for example, I remember I made my file tree very clear)
____________
NCFBank,
the complete and homogen NCF
library.
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masonjo
Hired Hero
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posted September 26, 2009 11:41 AM |
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Thanks i'll give it a go
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masonjo
Hired Hero
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posted September 26, 2009 12:00 PM |
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Quote: Use effects with ModelInstances
Look in my NCF creatures how I did (in the Bean Sith for example, I remember I made my file tree very clear)
I downloaded the Bean Sith and had a look through it. It doesn't make much sense to me, this is my first real mod attempt (maybe a bit ambitious ). Can you give me a basic idea of how to create the model instance and apply it?
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TSoD
Promising
Famous Hero
NCF Blacksmith
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posted September 26, 2009 12:54 PM |
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Edited by TSoD at 12:55, 26 Sep 2009.
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Make a model (I hope you know how to do it).
In the example, I use the following model :
Characters\Creatures\Dungeon\BloodyWitch.xdb
I want to add the Bloody Witch model in idle animation during the attack animation of the Peasant, and lock this model on the "Head" bone (so it will follow all Head bone positions/rotations).
I open
_(AnimSet)\Creatures\Haven\Peasant-arena-attack00.xdb
And add an effect in editing this line
<Effect/>
I replace <Effect/> by :
<Effect href="/Effects/MyWitch.(Effect).xdb#xpointer(/Effect)"/>
I save and close the file. I create the /Effects/MyWitch.(Effect).xdb file in Effects/. It contains this:
Quote: <?xml version="1.0" encoding="UTF-8"?>
<Effect>
<Instances/>
<Lights/>
<Models>
<Item href="MyWitchInstance.(ModelInstance).xdb#xpointer(/ModelInstance)"/>
</Models>
<WindAffected>false</WindAffected>
<WindPower>1</WindPower>
<Duration>2.5</Duration>
</Effect>
I save the file then close it. I create, in the same folder, a file that I name MyWitchInstance.(ModelInstance).xdb. It contains this :
Quote: <?xml version="1.0" encoding="UTF-8"?>
<ModelInstance ObjectRecordID="72">
<Model href="/Characters/Creatures/Dungeon/BloodyWitch.xdb#xpointer(/Model)"/>
<SkelAnim href="/Characters/Creatures/Dungeon/BloodyWitch-arena-idle00.xdb#xpointer(/BasicSkelAnim)"/>
<Position>
<x>0</x>
<y>0</y>
<z>0</z>
</Position>
<Rotation>
<x>0</x>
<y>0</y>
<z>0</z>
<w>1</w>
</Rotation>
<Scale>1</Scale>
<Offset>0</Offset>
<CycleLength>0</CycleLength>
<CycleCount>0</CycleCount>
<GlueToBone>0</GlueToBone>
<GlueToNamedBone>Head</GlueToBone>
</ModelInstance>
Now I save and close the file. And oh surprise, now when the peasant attacks with its attack00 animation, a bloody witch appears on its head and follow the head movements ! And when animation is finished, bloody witch disappears. It will appear again when the peasant will use its attack00 animation.
There you are
EDIT : Don't forget to save your txt files as UTF-8 encoded if you really create them and not copy them from existing data.pak files.
____________
NCFBank,
the complete and homogen NCF
library.
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masonjo
Hired Hero
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posted September 26, 2009 01:11 PM |
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Thanks, but sadly I don't really know how to make a model
If its too complicated to explain then don't worry about it.
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